/// <summary> /// Called after instantiation to setup the camera, render texture, etc... /// </sumary> public void Setup(Dice.DesignAndColor variant, int widthHeight) { base.Setup(widthHeight); initialTilt = cameraTiltRoot.localEulerAngles.x; dieCamera.targetTexture = renderTexture; // Instantiate the proper type of dice die = GameObject.Instantiate <DiceRendererDice>(diceVariantPrefabs[(int)variant], Vector3.zero, Quaternion.identity, dieRoot.transform); }
public SingleDiceRenderer CreateDiceRenderer(Dice.DesignAndColor variant, int widthHeight = 256) { var singleRenderer = GameObject.Instantiate <SingleDiceRenderer>(DiceRendererPrefab, Vector3.zero, Quaternion.identity, transform); allRenderers.Add(singleRenderer); singleRenderer.Setup(variant, widthHeight); // Try to give the renderer a slot int newRendererIndex = FindEmptySlot(); SetSlot(singleRenderer, newRendererIndex); return(singleRenderer); }