IEnumerator BreakableInstantiation(object sender, BreakableEventArgs args) { yield return(new WaitForSeconds(1.5f)); if (!_newLevel) { GameObject breakable = Instantiate(_breakablePrefab, new Vector3(args.x, args.y, args.z), Quaternion.identity); breakable.transform.parent = _currentLevel.transform; } else { GameObject breakable = Instantiate(_breakablePrefab, new Vector3(args.x, args.y, args.z), Quaternion.identity); breakable.transform.parent = _level3.transform; breakable.SetActive(false); } }
void OnInstantiateBreakable(object sender, BreakableEventArgs args) { _newLevel = false; StartCoroutine(BreakableInstantiation(sender, args)); }