// Use this for initialization void Start() { Forward = true; StartClass = Startpiece.GetComponent <WaypointSystemPieceStart>(); Play = false; thisRig = gameObject.GetComponent <Rigidbody>(); }
void ListAdd() { GameObject StartPiece = GameObject.FindGameObjectWithTag("StartPiece"); WaypointSystemPieceStart OtherStartClass = StartPiece.GetComponent <WaypointSystemPieceStart>(); int LastIndex = OtherStartClass.Waypoints.Count - 1; Transform LastIndexGO = OtherStartClass.Waypoints[LastIndex].GetComponent <Transform>(); float Dist = Vector3.Distance(LastIndexGO.position, transform.position); //Debug.Log(Dist); if (Dist >= 3.5f) { Waypoints.Reverse(); foreach (Transform child in GetComponentsInChildren <Transform>()) { if (child.tag == "up") { child.tag = "down"; } } } for (int i = 0; i < Waypoints.Count; i++) { if (Waypoints[i].transform.parent != StartPiece.transform) { OtherStartClass.Waypoints.Add(Waypoints[i]); Waypoints.Remove(Waypoints[i]); i--; } } }