public void addTurn(int rotation) { if (turnCount == 0) { turnObj = GameObject.CreatePrimitive(PrimitiveType.Quad); turnObj.layer = LayerMask.NameToLayer("Lights"); turnMod = turnObj.AddComponent<TurnLightsModel>(); turnMod.init(this, rotation); turnCount++; } // else if (turnCount == 1) { // turnObj2 = GameObject.CreatePrimitive(PrimitiveType.Quad); // turnObj2.layer = LayerMask.NameToLayer("Lights"); // turnMod2 = turnObj2.AddComponent<TurnLightsModel>(); // turnMod2.init(this, rotation); // turnMod2.setActive(!turnMod.isActive()); // turnCount++; // } else { print("No more than one turn signal per tile."); } }
public void addTurn(int rotation) { if (turnCount == 0) { turnObj = GameObject.CreatePrimitive(PrimitiveType.Quad); turnObj.layer = LayerMask.NameToLayer("Lights"); turnMod = turnObj.AddComponent <TurnLightsModel>(); turnMod.init(this, rotation); turnCount++; } // else if (turnCount == 1) { // turnObj2 = GameObject.CreatePrimitive(PrimitiveType.Quad); // turnObj2.layer = LayerMask.NameToLayer("Lights"); // turnMod2 = turnObj2.AddComponent<TurnLightsModel>(); // turnMod2.init(this, rotation); // turnMod2.setActive(!turnMod.isActive()); // turnCount++; // } else { print("No more than one turn signal per tile."); } }