public void SequenceAppear(float appearRate) { WhiteFade fader = GetComponent <WhiteFade>(); if (fader == null) { return; } fader.gameObject.SetActive(true); for (int i = 0; i < fader.rends.Count; i++) { fader.rends[i].gameObject.SetActive(false); fader.rends[i].transform.localPosition += Vector3.up; int cp_i = i; DOVirtual.DelayedCall(cp_i * appearRate, () => { fader.rends[cp_i].gameObject.SetActive(true); fader.PlayFadeRend(cp_i, 1); }, false); } }