Sector CreateSector() { //StartCoroutine(HighlightCurrentPlanet()); sectorData = dm.GetCurrentSectorData(currentSector); player.UpdateSectorData(sectorData); currentSector++; Sector nowSector = sectors[sectorIndex]; while (nowSector.transform.childCount > 0) { Destroy(nowSector.transform.GetChild(0).gameObject); nowSector.transform.GetChild(0).SetParent(null); } int rand = Random.Range(1, 4); for (int i = 0; i < rand; i++) { PlanetBase p = planetFactory.GetNewPlanet(currentSector); p.gameObject.SetActive(true); p.transform.SetParent(nowSector.transform); } nowSector.gameObject.SetActive(true); nowSector.SetSectorTile(sectorTiles[5]); for (int i = 0; i < nowSector.transform.childCount; i++) { nowSector.transform.GetChild(i).position = nowSector.transform.GetChild(i).GetComponent <PlanetBase>().targetPos; } sectorIndex++; if (sectorIndex == sectors.Length) { sectorIndex = 0; } return(nowSector); }