private void grabModels() { MultiDimensionalObject currentDrop = GameManager.instance.getCurrentDrops(); cubeModels = new GameObject[maxColours]; starModels = new GameObject[maxColours]; diamondModels = new GameObject[maxColours]; for (int i = 0; i < maxColours; i++) { cubeModels [i] = currentDrop.objects [i]; // we store the cubes from 0 to 2 cubeModels[i].GetComponent <Rigidbody2D>().gravityScale = gravityScale; starModels [i] = currentDrop.objects[i + 3]; // we store the stars from 3 to 5 starModels[i].GetComponent <Rigidbody2D>().gravityScale = gravityScale; diamondModels[i] = currentDrop.objects[i + 6]; // we store the diamons from 6 to 8 diamondModels[i].GetComponent <Rigidbody2D>().gravityScale = gravityScale; // settings gravity scale for all the models even special drops rainDrops[i].GetComponent <Rigidbody2D> ().gravityScale = gravityScale; timeDrops[i].GetComponent <Rigidbody2D> ().gravityScale = gravityScale; unifiedDrops[i].GetComponent <Rigidbody2D> ().gravityScale = gravityScale; } // settings gravity scale for all the models even special drops coin.GetComponent <Rigidbody2D> ().gravityScale = gravityScale; }
private void populateShowDataUIWithModels() { // getting current drops -> sprites MultiDimensionalObject currentDrops = GameManager.instance.getCurrentDrops(); changeShowDataUI(currentDrops.objects [0].GetComponent <SpriteRenderer> ().sprite, currentDrops.objects [4].GetComponent <SpriteRenderer> ().sprite, currentDrops.objects [8].GetComponent <SpriteRenderer> ().sprite, CUBE_DESCRIPTION, STAR_DESCRIPTION, DIAMOND_DESCRIPTION); }