/// <summary> /// This is the routine that is looped with the Update() will change CurrentLoop /// thru all steps /// </summary> private void SetListsRoutine() { if (CurrentLoop == H.TerraSpawn) { if (_prevWayHor.Count > 0) { MarkTerraSpawnRoutine(_prevWayHor[0].Radius, UList.ReturnTheVector3List(_prevWayHor)); } if (_prevWayVertic.Count > 0) { MarkTerraSpawnRoutine(_prevWayVertic[0].Radius, UList.ReturnTheVector3List(_prevWayVertic)); } _currentLoop = H.Vertic; } else if (CurrentLoop == H.Vertic) { if (_counter < _verticPathNew.Count) { _subMeshPathVertic.Add(FindSubMeshVert(_verticPathNew[_counter])); _planesDimVertic.Add(ReturnPlanesDim(_subMeshPathVertic[_counter])); _counter++; } else { _counter = 0; _currentLoop = H.Horiz; } } else if (CurrentLoop == H.Horiz) { if (_counter < _horPathNew.Count) { _subMeshPathHor.Add(FindSubMeshVert(_horPathNew[_counter])); _planesDimHor.Add(ReturnPlanesDim(_subMeshPathHor[_counter])); _counter++; } else { _counter = 0; _currentLoop = H.PlanesVertic; _isToSetList = false; _isBuildingWay = true; } } }