void dequeueSeed() { GameObject seed = seedQueue.Dequeue(); GameObject player = GameObject.FindGameObjectWithTag("Player"); seed.transform.position = player.transform.position; SeedQueueProperties properties = seed.GetComponent <SeedQueueProperties>(); properties.readyToSprout = true; idle = true; }
// Update is called once per frame void Update() { if (idle && seedQueue.Count > 0) { idle = false; GameObject topSeed = seedQueue.Peek(); SeedQueueProperties properties = topSeed.GetComponent <SeedQueueProperties>(); timeUntilAction = properties.queueTime; fullTime = properties.queueTime; } else if (timeUntilAction > 0) { timeUntilAction -= Time.deltaTime; } else if (timeUntilAction == 0 && !idle) { dequeueSeed(); } }