/// <summary> /// Creates the suitable mesh for the segment and a set of child game objects for the deeper /// parts of the tree. /// </summary> public void Build() { removeAllSuperStructureSlots(); base.Build(); renderer.material.color = _anchorPositions == 0 ? interactableColor : segmentColor; Vector3 wp = transform.position; if (_anchorPositions == 0) { wp.z = 0f; } else { wp.z = .1f; } transform.position = wp; if (_anchorPositions > 0) { while (superStructureSlotsFree > 0) { //Debug.Log(superStructureSlotsFree); GameObject go = new GameObject(); Plant p = go.AddComponent <Plant>(); go.transform.parent = transform; p.foundation = this; updateChild(p); p.Start(); go.name = p.getName(); p.Build(); } } }