// Use this for initialization void Start() { player = GameObject.Find("Player"); GameObject An; GameObject Sa; AnQueue = new Queue(); SaQueue = new Queue(); startShoot = true; for (int i = 0; i < EmotionNum; i++) { An = Instantiate(AngerUp, Vector2.zero, Quaternion.identity) as GameObject; //An.transform.parent = this.gameObject.transform; An.GetComponent <EmotionBullet>().m_EmotionTurret = this.gameObject; AnQueue.Enqueue(An); An.SetActive(false); Sa = Instantiate(SadUp, Vector2.zero, Quaternion.identity) as GameObject; //Sa.transform.parent = this.gameObject.transform; Sa.GetComponent <EmotionBullet>().m_EmotionTurret = this.gameObject; SaQueue.Enqueue(Sa); Sa.SetActive(false); Debug.Log(AnQueue.Count); } }