private IEnumerator CreateDelayed() { yield return(null); yield return(new WaitForEndOfFrame()); game.Create(count); }
private void Update() { if (Input.GetKeyDown(createKey)) { game.Create(createCount); } else if (Input.GetKeyDown(removeAllKey)) { game.RemoveAll(); } else if (Input.GetKeyDown(removeRandomKey)) { game.RemoveRandom(); } }
private void Update() { createProgress += Time.deltaTime; destroyProgress += Time.deltaTime; if (create && createProgress >= createTime) { game.Create(createAmount); createProgress = 0f; } else if (destroy && destroyProgress >= destroyTime) { game.RemoveAll(); destroyProgress = 0f; } }