public void resetAll() { ReactorComponents reactorComponents = AllTheThings.GetComponent <ReactorComponents>(); foreach (GameObject comp in reactorComponents.reactorComponentsList) { comp.SetActive(true); } }
// Use this for initialization void Start() { GameObject AllTheThings = GameObject.Find("AllTheThings"); ReactorComponents reactorComponents = AllTheThings.GetComponent <ReactorComponents>(); foreach (string matName in reactorComponents.matList) { createMatKeyObject(matName, ParentMatContent); } }
// Use this for initialization void Start() { // Grab the object containing all of the reactor components AllTheThings = GameObject.Find("AllTheThings"); // Instantiate a new ReactorComponents Object -- fills the reactorComponentsList object ReactorComponents reactorComponents = AllTheThings.GetComponent <ReactorComponents>(); // Create a button object for each component foreach (GameObject comp in reactorComponents.reactorComponentsList) { createButtonObject(comp, ButtonListContent); } // Create a hierarchy button for each hierarchy group foreach (KeyValuePair <string, List <GameObject> > entry in reactorComponents.groupNames) { createHierarchyButtonObject(entry.Value, ButtonListContent); } }