void Start() { int[] make_arr = GetStandbyIndex.Get(m_prefMinoArr.Length); for (int loop = 0; loop < 2; loop++) { for (int i = 0; i < m_prefMinoArr.Length; i++) { int index = make_arr[i]; GameObject temp = Instantiate(m_prefMinoArr[index], m_tfWaitingHolder); float fPitchSclae = 0.5f; temp.transform.localScale = Vector3.one * fPitchSclae; temp.transform.localPosition = new Vector3( 0.0f, (loop * m_prefMinoArr.Length + i) * -4.0f * fPitchSclae, 0.0f); m_queStandbyMino.Enqueue(temp); } } }
public override void OnInspectorGUI() { GridManager script = target as GridManager; base.OnInspectorGUI(); if (GUILayout.Button("Setup")) { script.Setup(); } if (GUILayout.Button("RandCheck")) { int[] ret = GetStandbyIndex.Get(7); string buf = ""; foreach (int i in ret) { buf += i.ToString(); } Debug.Log(buf); } }