/// <summary> /// Initialize /// </summary> private void Initialize() { listCubes = new List <GameObject>(); seriesCubExt = new List <int>() { 1, 3, 7, 9, 19, 21, 25, 27 }; //8 seriesCubMid = new List <int>() { 2, 4, 6, 8, 10, 12, 16, 18, 20, 22, 24, 26 }; //12 seriesCubCtr = new List <int>() { 5, 11, 13, 15, 17, 23 }; //6 serieOrientations = new List <Quaternion>(); seriePositions = new List <Vector3>(); listCubes = IdentObj.GenerateListOfCubes(); foreach (var cube in listCubes) { serieOrientations.Add(cube.transform.rotation); } foreach (var cube in listCubes) { seriePositions.Add(new Vector3(cube.transform.position.x, cube.transform.position.y, cube.transform.position.z)); } }
/// <summary> /// Start /// </summary> void Start() { autoRotation = false; InitializeCubeRotation(); IdentObj.IdentifyPadRotation(); MakeSeries.IntializeSeries(); AttachSeriesOfCubes.InitializeAttachmentObject(); AutoRotation.Initialize(); }
/// <summary> /// Start /// </summary> void Start() { Initialize(); List <GameObject> list = GenerateFinalList(); SetPosition(list); SetRotation(list); listCubes = IdentObj.GetListOfCubes(list); }
/// <summary> /// IdentifyCubeCollide /// </summary> public static void IdentifyCubeCollide() { IdentObj.IdentifyColliders(); }
/// <summary> /// InitializeAttachmentObject /// </summary> public static void InitializeAttachmentObject() { IdentObj.IdentifySelection(); }