/// <summary> /// Tiles go down. /// </summary> private IEnumerator TileDown() { while (true) { yield return(new WaitForSeconds(0.2f)); for (int i = 0; i < maplist[index].Length; i++) { Rigidbody rb = maplist[index][i].AddComponent <Rigidbody>(); rb.angularVelocity = new Vector3(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f)) * Random.Range(1, 20); GameObject.Destroy(maplist[index][i], 1.0f); } if (m_CubeController.z == index) { StopTileDown(); Rigidbody m_rb = m_CubeController.gameObject.AddComponent <Rigidbody>(); m_rb.angularVelocity = new Vector3(Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f), Random.Range(0.0f, 1.0f)) * Random.Range(1, 20); m_CubeController.StartCoroutine("GameOver", true); } index++; } }