public override void Clear() { StopAllCoroutines(); gameObject.SetActive(false); if (parentSpawnPool) { transform.parent = parentSpawnPool.transform; parentSpawnPool.Despawn(gameObject); } else { Destroy(gameObject); } }
protected IEnumerator ShowCoroutine() { textMesh.gameObject.SetActive(true); float speed = 1.75f; float destinationY = transform.position.y + 1.5f; while (transform.position.y <= destinationY) { transform.position = new Vector3(transform.position.x, transform.position.y + (speed * Time.deltaTime), 0.0f); if (transform.position.y > destinationY) { transform.position = new Vector3(transform.position.x, destinationY, 0.0f); break; } yield return(new WaitForSeconds(Time.deltaTime)); } //textMesh.gameObject.SetActive(false); parentSpawnPool.Despawn(gameObject); }