/// <summary> /// Create a fading helix object at given position /// </summary> /// <param name="pos"></param> public void CreateFadingHelix(Vector3 pos) { FadingHelixController fadingHelixControl = GetFadingHelixControl(); fadingHelixControl.transform.position = pos; fadingHelixControl.gameObject.SetActive(true); fadingHelixControl.FadingHelix(brokenPieceMaterial.color, GPC.fadingHelixScale, GPC.fadingHelixTime); }
//Get an inactive fading helix private FadingHelixController GetFadingHelixControl() { //Find on the list foreach (FadingHelixController o in listFadingHelixControl) { if (!o.gameObject.activeInHierarchy) { return(o); } } //Didn't find one -> create new one FadingHelixController fadingHelixControl = Instantiate(fadingHelixPrefab, Vector3.zero, Quaternion.identity).GetComponent <FadingHelixController>(); listFadingHelixControl.Add(fadingHelixControl); fadingHelixControl.gameObject.SetActive(false); return(fadingHelixControl); }