public void CloneObject() { GameObject _temp; switch (presentFieldData.Step) { case 1: temp = UnityEngine.Random.Range(0, step1Position.Length); Overlap(temp, 1); position = stepPosition[temp].transform.position; break; case 2: temp = UnityEngine.Random.Range(0, step1Position.Length + step2Position.Length); Overlap(temp, 2); position = stepPosition[temp].transform.position; break; case 3: temp = UnityEngine.Random.Range(0, step1Position.Length + step2Position.Length + step3Position.Length); Overlap(temp, 3); position = stepPosition[temp].transform.position; break; default: break; } _temp = Instantiate(objects[UnityEngine.Random.Range(0, 4)], position, new Quaternion(0, UnityEngine.Random.Range(-1.0f, 1.0f), 0, 1)) as GameObject; ObjectOnField tempObject = _temp.transform.Find("CloudCanvas").GetComponent <ObjectOnField>(); tempObject.position = temp; fieldObjectSet.Add(_temp); currentObjectNumber++; }
static void Main(string[] args) { var characters = new Character[] { new Wolf(0, 3), new Bear(0, 1), new Player(0, 0) }; var objects = new ObjectOnField[] { characters[0], characters[1], characters[2], new Tree(4, 4), new Apple(5, 5), new Bear(3, 3) }; foreach (var character in characters) { character.Move(1, 2); } }