public void CreateTree(LevelInfo lvlInfo, int treesize) { //Clean last tree first CleanTree(); //Create and add for (int i = 0; (partsInScreen > treesize) ? i < treesize : i < partsInScreen; i++) { //Replace by pool... or not GameObject p = Instantiate(samplePart, basePoint.transform.position + new Vector3(0, partSizeY * i + partSizeY / 2, 0), Quaternion.identity, basePoint); //Set Up Log Prefab p.GetComponent <LogBehaviour>().SetUpLog(lvlInfo.lvlTypeInfo.treeType); //Fill the list from bottom to top treeParts.Add(p); p.GetComponent <LogBehaviour>().myTree = this; } totalTreeSizeInParts = treesize; partLeft = treesize; treeCreated = true; if (syncroAction != null) { syncroAction.CompleteAction(); } }
public void Activate() { if (syncroAction != null) { syncroAction.CompleteAction(); } isReadyToShow = true; OnActivate.Invoke(); }
public void OnCompleteCurrentTutorial() { waitForMe.actionCompleted = true; waitForMe.CompleteAction(); }