void Start() { state = GameObject.Find("persist_State").GetComponent <persist_state>(); float r = 2.2f; for (int i = 0; i <= 5; i++) { GameObject cat = this.transform.GetChild(i).gameObject; //state.inCatCards.Add(cat.GetComponent<category>().cat, new List<GameObject>()); Vector3 pos = cat.transform.position; pos.x = r * (float)Math.Sin(i * 2 * Math.PI / 6); pos.y = r * (float)Math.Cos(i * 2 * Math.PI / 6); cat.transform.position = pos; //Debug.Log(pos); } //Debug.Log("hello"); }
void Start() { state = GameObject.Find("persist_State").GetComponent <persist_state>(); cardMaker = GameObject.Find("sort").GetComponent <CardMaker>(); }
// Start is called before the first frame update void Start() { state = GameObject.Find("persist_State").GetComponent <persist_state>(); totalTime = state.remainedSortTime; }
void Start() { state = GameObject.Find("persist_State").GetComponent <persist_state>(); TMP = GetComponent <TextMeshProUGUI>(); }