/// <Summary> /// Create sequences for each node in the scene /// </Summary> private void createSequence_Node(TowerSpawnNode anchor) { // InputSequence sequence = sequenceManager.CreateSequence(getNewSequnceText(nodeStringCollection), anchor.transform); InputSequence sequence = typerSegmentManager.createNewSequence(nodeStringCollection, anchor.transform); sequence.OnCompleted += delegate { anchor.TowerSpawnReady = false; anchor.HasTowerSpawned = true; spawnTower(towerSpawnIndex, anchor); }; }
// /// <Summary> // /// Returns new string of text sequence by string collection passed in // /// </Summary> // private string getNewSequnceText(StringCollection collection) // { // return sequenceManager.GetUniquelyTargetableString(collection); // } /// <Summary> /// Spawn a tower based on its spawn location passed in, and the current tower to spawn /// </Summary> private void spawnTower(int towerToSpawn, TowerSpawnNode spawnLoc) { Debug.Log("Spawning tower: " + towers[towerToSpawn].name); clone = Instantiate(towers[towerToSpawn], spawnLoc.transform.position, transform.rotation); clone.transform.parent = spawnLoc.transform; }