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using System.Collections.Generic;
using UnityEngine;
public class Populate : MonoBehaviour
{
public GameObject target;
public bool setTargetsActive;
public bool includeTargetInList = true;
public int times = 5;
public List<GameObject> DoPopulate()
{
List<GameObject> list = new List<GameObject>();
if (includeTargetInList)
{
list.Add(target);
}
for (int i = 0; i < times; i++)
{
GameObject gameObject = Object.Instantiate(target, target.transform.position, base.transform.transform.rotation, base.transform);
gameObject.transform.localScale = target.transform.localScale;
list.Add(gameObject);
if (setTargetsActive)
{
gameObject.SetActive(value: true);
}
}
return list;
}
public List<T> DoPopulate<T>(bool addComponentIfMissing = true) where T : MonoBehaviour
{
List<T> list = new List<T>();
if (includeTargetInList && target != null)
{
T val = target.GetComponent<T>();
if ((Object)val == (Object)null && addComponentIfMissing)
{
val = target.AddComponent<T>();
}
if (!((Object)val != (Object)null))
{
Debug.LogError("Could not find component");
return null;
}
list.Add(val);
}
for (int i = 0; i < times; i++)
{
GameObject gameObject = Object.Instantiate(target, target.transform.position, base.transform.transform.rotation, target.transform.transform.parent);
gameObject.transform.localScale = target.transform.localScale;
T val2 = gameObject.GetComponent<T>();
if ((Object)val2 == (Object)null && addComponentIfMissing)
{
val2 = gameObject.AddComponent<T>();
}
if ((Object)val2 != (Object)null)
{
list.Add(val2);
}
if (setTargetsActive)
{
gameObject.SetActive(value: true);
}
}
return list;
}
}
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