private void GetResults() { bool isObstructedByAsteroid = false; bool isObstructedByBombToken = false; List <GameObject> FiringLinesCopy = new List <GameObject>(FiringLines); foreach (var firingLine in FiringLinesCopy) { ObstaclesFiringLineDetector obstacleDetector = firingLine.GetComponentInChildren <ObstaclesFiringLineDetector>(); if (obstacleDetector.IsObstructedByAsteroid) { isObstructedByAsteroid = true; FiringLines.Remove(firingLine); } if (obstacleDetector.IsObstructedByBombToken) { isObstructedByBombToken = true; FiringLines.Remove(firingLine); } } // TODO: If asteroid or bomb - ask what to use if (FiringLines.Count == 0) { if (isObstructedByAsteroid) { IsObstructedByAsteroid = true; } if (isObstructedByBombToken) { IsObstructedByBombToken = true; } } else { IsObstructedByAsteroid = false; IsObstructedByBombToken = false; ThisShipNearestPoint = FiringLines[0].GetComponentInChildren <ObstaclesFiringLineDetector>().PointStart; AnotherShipNearestPoint = FiringLines[0].GetComponentInChildren <ObstaclesFiringLineDetector>().PointEnd; } //TODO: middle result foreach (var fireline in FiringLinesCopy) { MonoBehaviour.Destroy(fireline); } CallBack(); }
private void GetResults() { ObstaclesFiringLineDetector obstacleDetector = FiringLine.GetComponentInChildren <ObstaclesFiringLineDetector>(); if (obstacleDetector.IsObstructedByAsteroid) { IsObstructedByAsteroid = true; } if (obstacleDetector.IsObstructedByBombToken) { IsObstructedByBombToken = true; } MonoBehaviour.Destroy(FiringLine); CallBack(); }