public void NextCheckpoint() { currentCheckpoint++; for (int a = 0; a < checkpoints.Length; a++) { checkpoints [a].SetActive(false); } if (checkpoints.Length > currentCheckpoint) { checkpoints [currentCheckpoint].SetActive(true); } fLight.SetTarget(checkpoints [currentCheckpoint].transform); }
IEnumerator Start() { for (int a = 0; a < checkpoints.Length; a++) { checkpoints [a].SetActive(false); } checkpoints [0].SetActive(true); // Wait a frame to vehicle had spawned yield return(new WaitForEndOfFrame()); fLight = GameObject.FindGameObjectWithTag("Player").GetComponent <FlashLight> (); fLight.SetTarget(checkpoints [currentCheckpoint].transform); fLight.isActive = true; }