public void setTrain(List <GameObject> newCars) { engine = newCars [0].GetComponent <trainData> (); engine.go.transform.SetParent(transform); engine.go.transform.localPosition = Vector3.zero; engine.go.transform.localScale = Vector3.one; float distanceBehind = engine.lengths [2]; for (int i = 1; i < newCars.Count; i++) { trainData newCar = newCars [i].GetComponent <trainData> (); newCar.gameObject.transform.SetParent(transform); newCar.go.transform.localPosition = Vector3.zero; newCar.go.transform.localScale = Vector3.one; newCar.backWheelDistance = newCar.lengths [1]; newCar.distanceBehind = distanceBehind + newCar.lengths [0] + bufferBetweenCars; distanceBehind = newCar.lengths [2]; newCar.go.SetActive(false); cars.Add(newCar); } placing = true; }
public void addCar(GameObject car) { trainData td = car.GetComponent <trainData> (); if (td.isEngine) { if (hasEngine) { DestroyImmediate(carList [0]); carList [0] = ((GameObject)Instantiate(car)); } else { carList.Add((GameObject)Instantiate(car)); hasEngine = true; } scrollPos = 0; } else if (hasEngine) { carList.Add((GameObject)Instantiate(car)); if (carList.Count > 6) { scrollPos = carList.Count - 6; } } else { engineWarning.SetActive(true); } updateTrainMenu(); }
ValidatePurposeOverrides(trainData, validationData, label, purposeOverrides);
ValidateValidationData(trainData, validationData);
ValidateLabel(trainData, validationData, label);