public void ResetTheCircle() { for (int i = 0; i < activeLineParts.Count; i++) { LinePart linePart = activeLineParts[i]; linePart.Hide(); inactiveLineParts.Add(linePart); } activeLineParts.Clear(); }
public void InstantiateTheCircle() { activeLineParts = new List <LinePart>(); inactiveLineParts = new List <LinePart>(); for (int i = 0; i < 360; i++) { GameObject go = Instantiate(linePartPrefab, lineParent); go.transform.rotation = Quaternion.Euler(Vector3.forward * i); LinePart linePart = go.GetComponent <LinePart>(); linePart.Hide(); inactiveLineParts.Add(linePart); } }