//Таким образом заполняется хронология public void AddSequence(TimeSequence tSequence) { chronology.Add (tSequence); }
//Создание дубля void CreateDouble(int number) { GameObject doubler; if (number!=chronology.chronology.Count) { doubler= Instantiate(character, new Vector3(appearances[number].location.x, appearances[number].location.y, character.transform.position.z), character.transform.rotation) as GameObject; } else { doubler= Instantiate(character, anchors[defaultAnchNumber].transform.position, character.transform.rotation) as GameObject; } CharacterController charControl = doubler.GetComponent<CharacterController> (); charControl.SetNumber(number); charControl.SetActNumber(0); if (number == chronology.chronology.Count) { charControl.underControl = true; currentSequence = new TimeSequence (); currentSequence.AddEvent (new TimeEvent (timer, new Vector2 (anchors[defaultAnchNumber].transform.position.x, anchors[defaultAnchNumber].transform.position.y), "Appear"+PlayerPrefs.GetInt("AnchNumber"))); chronology.AddSequence (currentSequence); mainCharacter=doubler.transform; begin = false; } else { charControl.underControl = false; } }