void SpawnNodesButton() { if (GUILayout.Button("Spawn Nodes")) { GameObject _nodeHolderIns = (GameObject)Instantiate(nodeHolder, Vector3.zero, Quaternion.identity); _nodeHolderIns.name = "NodeHolder"; _nodeHolderScript = _nodeHolderIns.GetComponent <NodeHolder>(); List <GameObject> createdNodes = new List <GameObject>(); List <Vector3> createdNodesPos = new List <Vector3>(); if (_nodeShape == NodeShape.NodeArrayShape.Cylinder) { SpawnCylinderNodeArray(_nodeHolderIns.transform, ref createdNodes, ref createdNodesPos); } else if (_nodeShape == NodeShape.NodeArrayShape.Cube) { SpawnCubeNodeArray(_nodeHolderIns.transform, ref createdNodes, ref createdNodesPos); } else if (_nodeShape == NodeShape.NodeArrayShape.Sphere) { SpawnSphereNodeArray(_nodeHolderIns.transform, ref createdNodes, ref createdNodesPos); } _nodeHolderScript.SetNodes(createdNodes, createdNodesPos); _nodeHolderScript.SetShape(_nodeShape); } }
void Update() { if (!_useLineButton) { DrawLine(); } if (Selection.activeGameObject != null && Selection.activeGameObject.name == "NodeHolder") { _selected = Selection.activeGameObject; _nodeHolderScript = _selected.GetComponent <NodeHolder>(); _selectedNodes = _nodeHolderScript.GetNodes(); _selectedNodeStartPos = _nodeHolderScript.GetStartPos(); _nodeHolderScript.SetShape(_nodeShape); ModifySelected(); } }