void Awake() { isDebugMode = selectedBeatDetection.debugMode; int j = 0; for (int i = 0; i < cubesToSpawn; i++) { CubeSound newCube = Instantiate <CubeSound>(cubePrefabObject); int[] toEar = { j, j + 1 }; j += 2; newCube.selectedBeatDetection = selectedBeatDetection; newCube.cubesManager = gameObject.GetComponent <CubesManager>(); newCube.subbandsToEar = toEar; newCube.smoothnessChange = 2f; newCube.isDebugMode = this.isDebugMode; newCube.moodManager = this.moodManager; if (!isDebugMode) { MeshRenderer renderer = newCube.gameObject.GetComponent <MeshRenderer>(); renderer.material.color = new Color(0, 0, 0, 0); Debug.Log("Alpha!"); } //newCube.transform.position = Vector3.right * (-cubesToSpawn + i * 2); newCube.transform.position = new Vector3(-cubesToSpawn + i * 2, yPositionOfCubes, 0); newCube.transform.SetParent(transform); } moodManager.isDebugMode = isDebugMode; moodManager.GetCubeSounds(moodManager.cubeParent); }
void Awake() { int j = 0; for (int i = 0; i < cubesToSpawn; i++) { CubeSound newCube = Instantiate <CubeSound> (prefabObject); int[] toEar = { j, j + 1 }; j += 2; newCube.selectedBeatDetection = selectedBeatDetection; newCube.subbandsToEar = toEar; newCube.smoothnessChange = 2f; newCube.transform.position = Vector3.right * (-cubesToSpawn + i * 2); newCube.transform.SetParent(transform); } }