IEnumerator HidePathing() { NodeController nController = NodeController.controller; foreach (Node n in nController.nodes) { n.gameObject.GetComponent <MeshRenderer>().enabled = false; } yield return(null); foreach (NodeEdge edge in nController.edges) { edge.gameObject.GetComponent <LineRenderer>().enabled = false; } yield break; }
void Awake() { controller = this; }
// Use this for initialization void Start() { nController = NodeController.controller; //StartCoroutine(DoTheThing()); }