void Awake() { try{ //Dynamic reference to source config component cyPIPESmasterObj = GameObject.Find("cyPIPES"); sourceConfigs = cyPIPESmasterObj.GetComponent <cyPIPESConfigs> (); cyPIPESnetwork = cyPIPESmasterObj.GetComponent <cyPIPESComms> (); //Checking to make sure that the Object.name changed to unitID and waiting if it's not if (unitID == "unitObject(Clone)") { StartCoroutine(waitForParse(0.5f)); } //reference specific cyPIPESunit config data foreach (string key in sourceConfigs.allCyPIPESunits.Keys) { if (sourceConfigs.allCyPIPESunits[key].ID == unitID) { if (cyPIPESLogActive) { Debug.Log("cyPIPES Log: Virtual cyPIPES unit " + unitID + " is instatiated and config parameters linked"); } } } }catch { if (cyPIPESErrorsActive) { Debug.LogError("cyPIPES ERROR: Unit " + gameObject.name + " has a null ref. to the cyPIPES prefab. Is it active in the scene?"); } } //Debug.Log ("TESTING ch1 Type is " + unitData.ch1posX + " for unit " + unitID + " TESTING"); }
// Use this for initialization void Start() { units = GameObject.Find("cyPIPES").GetComponent <cyPIPESConfigs>(); populateUnitsHere(); }