/** * Checks to see if the current muscle is valid (attached to two joints) and if so * adds it to the list of muscles. */ private void PlaceCurrentMuscle() { if (currentMuscle == null) { return; } if (currentMuscle.endingJoint == null || GetHoveringObject <Bone>(bones) == null) { // The connection has no connected ending -> Destroy Destroy(currentMuscle.gameObject); } else { // Validate the muscle doesn't exist already foreach (Muscle muscle in muscles) { if (muscle.Equals(currentMuscle)) { Destroy(currentMuscle.gameObject); currentMuscle = null; return; } } currentMuscle.ConnectToJoints(); currentMuscle.AddCollider(); muscles.Add(currentMuscle); ResetCurrentCreatureName(); // The creature was modified } currentMuscle = null; }
/// <summary> /// Checks to see if the current muscle is valid (attached to two joints) and if so /// adds it to the list of muscles. /// </summary> /// <returns>Returns whether the current muscle was placed</returns> public bool PlaceCurrentMuscle() { if (currentMuscle == null) { return(false); } if (currentMuscle.endingBone == null) { // The connection has no connected ending -> Destroy UnityEngine.Object.Destroy(currentMuscle.gameObject); currentMuscle = null; return(false); } else { // Validate the muscle doesn't exist already foreach (Muscle muscle in muscles) { if (muscle.Equals(currentMuscle)) { UnityEngine.Object.Destroy(currentMuscle.gameObject); currentMuscle = null; return(false); } } currentMuscle.ConnectToJoints(); currentMuscle.AddCollider(); muscles.Add(currentMuscle); currentMuscle = null; // The creature was modified return(true); } }