private IEnumerator CreateAndPopulateSpears() { for (int i = 0; i < storedData.spearData.Count; i++) { StoredData.SpearData spearData = storedData.spearData[i]; BaseEntity spear = CreateWorldObject(spearData.itemId, string.Empty, spearData.Position, true); spear.GetComponent <Rigidbody>().isKinematic = true; spear.transform.rotation = Quaternion.Euler(spearData.Rotation); List <DroppedItem> skulls = Pool.GetList <DroppedItem>(); for (int y = 0; y < spearData.trophyData.Count; y++) { StoredData.TrophyData data = spearData.trophyData[y]; DroppedItem skullItem = CreateSkullItem(data.displayName, spear, data.Position, data.Rotation); skulls.Add(skullItem); } spearRegisteredSkulls.Add(spear as DroppedItem, skulls); yield return(new WaitForSeconds(UnityEngine.Random.Range(0.1f, 0.2f))); } }
private IEnumerator FindRegisteredSignage(IEnumerable <Signage> signage) { for (int i = 0; i < signage.Count(); i++) { Signage sign = signage.ElementAt(i); if (sign == null || sign.IsDestroyed || !storedData.data.ContainsKey(sign.net.ID)) { continue; } StoredData.TrophyData data = storedData.data[sign.net.ID]; InitializeSign(sign, data.displayName, data.Position, data.Rotation); yield return(new WaitForSeconds(UnityEngine.Random.Range(0.1f, 0.2f))); } yield return(ServerMgr.Instance.StartCoroutine(CreateAndPopulateSpears())); }