// Use this for initialization public void Transfer() { List_TextMesh fem = GameObject.Find("femaleNames").GetComponent <List_TextMesh>(); List_TextMesh man = GameObject.Find("maleNames").GetComponent <List_TextMesh>(); List_TextMesh cul = GameObject.Find("culturalNames").GetComponent <List_TextMesh>(); List_TextMesh las = GameObject.Find("lastNames").GetComponent <List_TextMesh>(); femaleNames = fem.item; maleNames = man.item; culturalNames = cul.item; lastNames = las.item; }
void AttachTextMeshScripts(GameObject newObject, TextAsset textFile) { // ListFromTextAsset uses file IO to populate item list with strings.; newObject.AddComponent <ListFromTextAsset>(); newObject.GetComponent <ListFromTextAsset>().TextFile = textFile; newObject.GetComponent <ListFromTextAsset>().Init(); if (newObject.GetComponent <ListFromTextAsset>().item != null) { newObject.AddComponent <List_TextMesh>(); List_TextMesh listTextMesh = newObject.GetComponent <List_TextMesh>(); if (listTextMesh != null) { // transfer list items from file to self contained list display script listTextMesh.Init(); if (listTextMesh.item.Count >= 1) { newObject.tag = "Category"; // Destroy ListFromTextAssets so that the objects can travel independnet of files original text files. DestroyImmediate(newObject.GetComponent <ListFromTextAsset>()); } } } }