// Use this for initialization void Start() { // Create a array to hold the number of possible effects objects = new CloudStream[CloudEffects.Count]; // temp counter int counter = 0; foreach (var effect in CloudEffects) { // Equally space all the effects across the screen and init them objects[counter] = effect.SpawnEffect(GetStartParticlePosition(counter, CloudEffects.Count)); counter++; } // In an ideal world this would have been more Unityy but I'm used to C++... windEffect = new GlobalWind(objects); // To save on GC, only allocate this once spectrum = new float[FrequencyBuckets]; }
// Use this for initialization void Start() { _globalWindController = GlobalWind.GetComponent <GlobalWindController>(); transform.position = new Vector3(0f, 0f, 100f); }