private void oeObjChart() { objMatrix = new GameObject[sizeX, sizeX]; int ii = 0; for (int y = 0; y < sizeX; y++) { for (int x = 0; x < sizeX; x++) { switch (primitiveType.ToString()) { case "Cube": objMatrix[x, y] = GameObject.CreatePrimitive(PrimitiveType.Cube); break; case "Sphere": objMatrix[x, y] = GameObject.CreatePrimitive(PrimitiveType.Sphere); break; case "Cylinder": objMatrix[x, y] = GameObject.CreatePrimitive(PrimitiveType.Cylinder); break; default: objMatrix[x, y] = GameObject.CreatePrimitive(PrimitiveType.Cube); break; } //objMatrix[x, y] = go; //Rigidbody gameObjectsRigidBody = go.AddComponent<Rigidbody>(); // Add the rigidbody. //gameObjectsRigidBody.mass = oeMass; // Set the GO's mass to 5 via the Rigidbod //go.GetComponent<Rigidbody>().useGravity = true; objMatrix[x, y].name = nameObj + matrixIndex + "." + ii; //cubeMatrix2[i, j] float xi = (x + 1) / distanceDivide; float yi = (y + 1) / distanceDivide; float zi = 0; switch (chartType.ToString()) { case "G1": zi = (10) / distanceDivide; break; case "G2": zi = (x + y) / distanceDivide; break; case "G3": //zi = (Mathf.Sin(x/10) * Mathf.Cos(y/10)) / distanceDivide*5; zi = (Mathf.Sin((float)x / 10) * Mathf.Cos((float)y / 10)) / distanceDivide * 5; break; case "G4": //zi = (Mathf.Sin(x/10) * Mathf.Cos(y/10)) / distanceDivide*5; zi = (Mathf.Sin((float)x / 10) * Mathf.Cos((float)y / 10)) / distanceDivide * 5; break; case "G5": //zi = (Mathf.Sin(x/10) * Mathf.Cos(y/10)) / distanceDivide*5; zi = (Mathf.Sin((float)x / 10) * Mathf.Cos((float)y / 10)) / distanceDivide * 5; break; default: zi = (x + y) / distanceDivide; break; } if (transformXZ) { float tempi = zi; zi = xi; xi = tempi; } if (transformYZ) { tempi = zi; zi = yi; yi = tempi; } if (debugList) { Debug.Log(objMatrix[x, y].name + ": " + xi + ", " + yi + ", " + zi); } objMatrix[x, y].transform.position = new Vector3(startVector.x + xi, startVector.y + yi, startVector.z + zi); objMatrix[x, y].transform.localScale = new Vector3(scaleSize, scaleSize, scaleSize); //} //catch { Debug.Log("Err: try Parse..."); } rend = objMatrix[x, y].GetComponent <Renderer>(); rend.material.color = mainColor; } ii++; } }