Created
April 2, 2015 00:23
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simple demo of lists and foreach for my Recursive Reality VR class, spring 2015
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; // STEP 1 OF USING A LIST: include this line | |
// a "List" is like an Array | |
// an array = "immutable", it cannot be resized | |
// a list = dynamically resizable, elastic, will stretch or shrink based on item count | |
// demo: I'm going to instantiate spheres, track the spheres using a list, and | |
// modify all of the spheres inside the list | |
public class ListDemo : MonoBehaviour { | |
public Transform spherePrefab; // assign in Inspector | |
public List<Transform> mySpheres = new List<Transform>(); | |
public List<Light> myLights = new List<Light>(); // you can declare a List of *anything*!!! | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetKeyDown (KeyCode.P) ) { | |
// instantiate a new clone, and remember it as "newSphereClone" | |
Transform newSphereClone = (Transform)Instantiate ( spherePrefab, Random.insideUnitSphere * 10f, Quaternion.Euler (0, 0, 0) ); | |
// add the sphere to the list | |
mySpheres.Add ( newSphereClone ); | |
// rename the sphere (for demo purposes) | |
newSphereClone.name = "Sphere" + mySpheres.Count.ToString (); | |
} | |
if ( Input.GetKeyDown (KeyCode.K) ) { | |
// a ForEach loop is good for doing a lot of things at once to a set of variables | |
foreach ( var eachSphere in mySpheres ) { | |
eachSphere.localScale *= 2f; | |
eachSphere.position += Vector3.up; | |
} | |
} | |
foreach ( var sphere in mySpheres ) { | |
sphere.localScale = Vector3.one * Mathf.Sin (Time.time ); | |
// this will do something different based on each list item's unique properties | |
if (sphere.position.x > 0f) { | |
// do something | |
} else { | |
// do something else | |
} | |
} | |
} | |
} | |
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