void Awake() { //Generate random cables foreach (int i in System.Linq.Enumerable.Range(0, cableCount)) { NamedMaterial nm = colors [Random.Range(0, colors.Count)]; Material m = nm.material; GameObject prefab = cablesPrefabs[Random.Range(0, cablesPrefabs.Count)]; GameObject inst = Instantiate(prefab, transform); inst.GetComponent <Renderer>().material = m; BoxCollider bc = inst.AddComponent <BoxCollider>(); inst.AddComponent <Cable>().cables = this; Bounds meshBounds = inst.GetComponent <MeshRenderer>().bounds; //bc.center = meshBounds.center; //bc.size = meshBounds.size; bc.isTrigger = true; cable_instances.Add(new CableInstance(inst, nm.name)); float w = 0.2f; inst.transform.localPosition = Vector3.Lerp(new Vector3(-w, 0f, 0f), new Vector3(w, 0f, 0f), (float)i / (float)cableCount); } UpdatePresentColors(); }
private void Awake() { meshRenderer = GetComponent <MeshRenderer>(); skinMap = NamedMaterial.CreateDictionary(skins); meshRenderer.material = skinMap[pieceType.ToString()]; }