public void StartCircleBloat() { if (exDams.Count > 0) { if (!currentDam.cycleRunning & !waiting) { currentDam = exDams[Random.Range(0, exDams.Count)]; currentDam.gameObject.SetActive(true); currentDam.StartCycle(); } } }
// Start is called before the first frame update void Start() { foreach (ExpanderDamage exDam in exDams) { exDam.exSpawner = this; exDam.maxSize = maxSize; exDam.growthFactor = growthRate; exDam.shrinkFactor = shrinkFactor; exDam.restTime = restTime; exDam.restTime2 = restTIme2; exDam.expandedStayTime = expandedStayTime; exDam.damage = damage; exDam.gameObject.SetActive(false); } currentDam = exDams[0]; activated = startMinute == 0; base.Start(); }