// Update is called once per frame private void Update() { ColorData cols = new ColorData(); for (int i = 0; i < numOfCubes; i++) { GameObject cubeCol = GameObject.Find ("Cube" + i); if(Application.loadedLevelName=="Scene3") { GameObject cubeRow0 = GameObject.Find ("Cubes0"); GameObject cubeRow1 = GameObject.Find("Cubes1"); Renderer[] rowZeroColor = cubeRow0.GetComponentsInChildren<Renderer>(); Renderer[] rowOneColor = cubeRow1.GetComponentsInChildren<Renderer>(); rowZeroColor[i].material.color=cols.GetAColorToUse(i); rowOneColor[i].material.color=cols.GetAColorToUse(i); rowOneColor[i].gameObject.transform.localScale=new Vector3(1, 2, 1); } else cubeCol.GetComponent<Renderer> ().material.color = cols.GetAColorToUse (i); } if (Input.GetButtonDown ("Jump")) set_scale_of_cubes (); }
// Update is called once per frame private void Update() { ColorData cols = new ColorData(); cubenumber++; GameObject o = GameObject.Find("Cube" + cubenumber); if (o == null) { cubenumber = 0; o = GameObject.Find("Cube" + cubenumber); } o.GetComponent<Renderer>().material.color = cols.GetAColorToUse(cubenumber); if (Input.GetButtonDown("Jump")) set_scale_of_cubes(); /* groupnumber++; cubenumber++; GameObject o = GameObject.Find ("Cubes" + groupnumber + "/Cube" + cubenumber); o.GetComponent<Renderer>().material.color = cols.GetAColorToUse(cubenumber); if (Input.GetButtonDown("Jump")) set_scale_of_cubes(); */ }
// Update is called once per frame private void Update() { ColorData cols = new ColorData(); for(int i = 0; i < 5; i++) { maxCubes = 0; foreach(GameObject randomObject in GameObject.FindObjectsOfType(typeof(GameObject))) { if(randomObject.name == "Cube" + i) { maxCubes++; randomObject.GetComponent<Renderer>().material.color = cols.GetAColorToUse(i); } } } if(Input.GetButtonDown("Jump")) { SetScaleOfCubes(); } }
// Update is called once per frame private void Update() { ColorData cols = new ColorData(); for (int i = 0; i < 5; i++) { GameObject o = GameObject.Find("Cube" + i); o.GetComponent<Renderer>().material.color = cols.GetAColorToUse(i); } if (Input.GetButtonDown("Jump")) set_scale_of_cubes(); }
// Update is called once per frame private void Update() { ColorData cols = new ColorData(); int i = 0; GameObject o; int groupnum = 0; if (GameObject.Find ("Cubes" + groupnum)) {//check if there is a group isGroups = true; while (GameObject.Find("Cubes"+groupnum+"/Cube" + i)) { o = GameObject.Find ("Cubes"+groupnum+"/Cube" + i); o.GetComponent<Renderer> ().material.color = cols.GetAColorToUse (i % 5);//make more colors if you want moar pretty i++; } groupnum++;//hardcoded bad practice! ToDo fix i=0; while (GameObject.Find("Cubes"+groupnum+"/Cube" + i)) { o = GameObject.Find ("Cubes"+groupnum+"/Cube" + i); o.GetComponent<Renderer> ().material.color = cols.GetAColorToUse (i % 5);//make more colors if you want moar pretty i++; } } else { while (GameObject.Find("Cube" + i)) { o = GameObject.Find ("Cube" + i); o.GetComponent<Renderer> ().material.color = cols.GetAColorToUse (i % 5);//make more colors if you want moar pretty i++; } } if (Input.GetButtonDown("Jump")) set_scale_of_cubes(); }
// Update is called once per frame private void Update() { ColorData cols = new ColorData(); //Searches for all cubes tagged with "cube" and adds them to an array //The array will be used to go through all the cubes in the scene GameObject [] allCubes; allCubes = GameObject.FindGameObjectsWithTag("cube"); for (int i = 0; allCubes.Length > i ; i++) { GameObject o = GameObject.Find("Cube" + i); if (allCubes[1] == o ) { o.GetComponent<Renderer>().material.color = cols.GetAColorToUse(i); Debug.Log(o); } } if (Input.GetButtonDown("Jump")) set_scale_of_cubes(); }
void Start(){ GameObject[] cubesInScene; cubesInScene = GameObject.FindGameObjectsWithTag ("Cube"); numberOfCubes = cubesInScene.Length; Debug.Log (numberOfCubes); listOfCubeData = new List<CubeData> (); CubeData newCube; for (int i = 0; i < numberOfCubes; i++) { newCube = new CubeData(cubesInScene[i]); listOfCubeData.Add (newCube); } ColorData cols = new ColorData(); int iter = 0; foreach (CubeData cd in listOfCubeData) { cd.cube.GetComponent<Renderer>().material.color = cols.GetAColorToUse(iter % 5); iter++; } }