public void TurnRight() { //f**k it if (x == 0 && z == 1) { x = 1; z = 0; } else if (x == 1 && z == 0) { x = 0; z = -1; } else if (x == -1 && z == 0) { x = 0; z = 1; } else if (x == 0 && z == -1) { x = -1; z = 0; } right = 0; // spawn road // TODO mencorrectkan the pivot point // make it transition effect GameObject currentPath = GlobalManager.GetCurrentPath(); // float height = currentPath.transform.position.y; Quaternion newRotation = currentPath.transform.rotation * Quaternion.Euler(0, 90, 0); Vector3 newPosition = new Vector3(transform.position.x, 0, transform.position.z); GameObject newPath = Instantiate(path, newPosition, newRotation) as GameObject; if (GameObject.Find("PrevPath")) { Destroy(GameObject.Find("PrevPath")); } currentPath.name = "PrevPath"; newPath.name = "CurrentPath"; }