public CoinGroup CreateCoinGroupAt(Vector3 position, CoinGroup.CoinType type) { CoinGroup coinGroupPreFab = GetCoinGroupByGroupType(type); CoinGroup coinGroup = CoinGroup.Instantiate(coinGroupPreFab); coinGroup.gameObject.SetActive(true); coinGroup.transform.position = position; Debug.Log("Entrou"); return(coinGroup); }
private CoinGroup GetCoinGroupByGroupType(CoinGroup.CoinType groupType) { CoinGroup coinGroup; for (int i = 0; i < this.coinGroupPrefabs.Length; i++) { coinGroup = this.coinGroupPrefabs [i]; if (coinGroup.GetCoinType() == groupType) { return(coinGroup); } } return(null); }