// private void Clear() { var e = items.GetEnumerator(); while (e.MoveNext()) { HighlighterItem hi = e.Current; hi.Hide(); } items.Clear(); }
// After all movement finishes void LateUpdate() { Clear(); // Collect HighlightableItem components in radius and reveal them Collider[] colliders = Physics.OverlapSphere(tr.position, radius, layerMask); for (int i = 0, l = colliders.Length; i < l; i++) { HighlighterItem hi = colliders[i].GetComponentInParent <HighlighterItem>(); if (hi != null && !items.Contains(hi)) { hi.Reveal(); items.Add(hi); } } }