// don't use it // public List<GameObject> CreateAndGetPins(Vector3 startPosition) // { // List<GameObject> resultPins = new List<GameObject>(); // // // first row // GameObject pin = Instantiate(pinPrefab, startPosition, Quaternion.identity); // resultPins.Add(pin); // //second row // pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.15f, 0, 0.26f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.15f, 0, 0.26f ), Quaternion.identity); // resultPins.Add(pin); // //third row // pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.3f, 0, 0.52f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.0f, 0, 0.52f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.3f, 0, 0.52f ), Quaternion.identity); // resultPins.Add(pin); // //forth row // pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.45f, 0, 0.78f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(-0.15f, 0, 0.78f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.0f, 0, 0.78f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.15f, 0, 0.78f ), Quaternion.identity); // resultPins.Add(pin); // pin = Instantiate(pinPrefab, startPosition + new Vector3(0.45f, 0, 0.78f ), Quaternion.identity); // resultPins.Add(pin); // // return resultPins; // } private void RespawnPins() { int standingPins = _setter.CountStanding(); bool isStrike = _isFirstRoll && standingPins == 0; if (isStrike) { _player.AddStrike(); _setter.ResetAllPins(); } else if (_isFirstRoll) { _player.AddResultRoll(standingPins, _isFirstRoll); _setter.ResetStandingPins(); } else { _player.AddResultRoll(standingPins, _isFirstRoll); _setter.ResetAllPins(); } _isFirstRoll = isStrike || !_isFirstRoll; _setter.SetPinsToStart(); manager.UpdateScoreUI(); }