public void Show(Vector3 initialPosition) { StopAllCoroutines(); HitPoints = BubblesToReachBottom; RendererGo.SetActive(true); Slide(initialPosition); }
private IEnumerator SlideThenHideCoroutine(Vector3 targetPos) { yield return(StartCoroutine(SlideCoroutine(targetPos))); RendererGo.SetActive(false); }