private void InstantiateInteriorObjects() { GameObject gameObject = null; GameObject prefab = null; var createObj = new CreateGameObject(); Vector3 pos; Vector3 angle; //Loading Interior GameObjects: for (var i = 0; i < this.binaryTemp.objName_Interior.Length; i++) { var interiorObj = new GameObject_Interior(); pos = new Vector3(binaryTemp.pos_Interior[i, 0], binaryTemp.pos_Interior[i, 1], binaryTemp.pos_Interior[i, 2]); angle = new Vector3(binaryTemp.angle_Interior[i, 0], binaryTemp.angle_Interior[i, 1], binaryTemp.angle_Interior[i, 2]); prefab = (GameObject)Resources.Load("prefabs/" + binaryTemp.objName_Interior[i], typeof(GameObject)); // Instantiate object gameObject = createObj.InstantiateGameObj(prefab, pos); // Setting objects data gameObject = createObj.GameObjSetting(gameObject, angle); //adding the game object to modelObj interiorObj.SetGameObject(gameObject, pos, angle, prefab.name); //adding the game object to list of instantiated game objects InstantiatedGameObject._obj.SetInstantiatedInteriorObj(interiorObj); } }
private void InteriorObject(Vector3 point) { var createObj = new CreateGameObject(); point.y = 0.06f; var gameObject = createObj.InstantiateGameObj(selectedObject, point); gameObject.transform.eulerAngles = new Vector3(Interface._obj.GetAngle_InteriorObj(), 0, 0); if (Interface._obj.GetCameraMode_Ortho()) { gameObject.GetComponent <ObjectDrag>().enabled = true; } var interiorObj = new GameObject_Interior(); interiorObj.SetGameObject(gameObject, gameObject.transform.position, gameObject.transform.eulerAngles, selectedObject.name); InstantiatedGameObject._obj.AddGameObjectInterior(interiorObj); }