public void ClearSteps()
        {
            currPartIdx = 0;

            while (currPartIdx < transform.childCount)
            {
                Transform currPart = transform.GetChild(currPartIdx++);

                Step nestedStep = currPart.GetComponent <Step>();
                if (nestedStep != null)
                {
                    continue;
                }

                SubModel nestedSubModel = currPart.GetComponent <SubModel>();
                if (nestedSubModel != null)
                {
                    nestedSubModel.ClearSteps();
                    continue;
                }

                currPart.gameObject.SetActive(false);
            }

            currPartIdx = 0;
        }
Esempio n. 2
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        // Update is called once per frame
        void Update()
        {
            if (Input.GetKeyDown(KeyCode.C))
            {
                rootModel.ClearSteps();
                ready = true;
            }

            if (ready && Input.GetKeyDown(KeyCode.F))
            {
                rootModel.NextStep();
            }

            if (ready && Input.GetKeyDown(KeyCode.R))
            {
                rootModel.PreviousStep();
            }
        }