/** * Checks to see if the current bone is valid (attached to two joints) and if so * adds it to the list of bones. */ private void PlaceCurrentBone() { if (currentBone == null) { return; } if (currentBone.endingJoint == null || GetHoveringObject <Joint>(joints) == null || currentBone.endingJoint.Equals(currentBone.startingJoint)) { // The connection has no connected ending -> Destroy Destroy(currentBone.gameObject); } else { currentBone.ConnectToJoints(); bones.Add(currentBone); ResetCurrentCreatureName(); // The creature was modified } currentBone = null; }
/// <summary> /// Checks to see if the current bone is valid (attached to two joints) and if so /// adds it to the list of bones. /// </summary> /// <returns>Returns whether the current bone was placed.</returns> public bool PlaceCurrentBone() { if (currentBone == null) { return(false); } if (currentBone.endingJoint == null || currentBone.endingJoint.Equals(currentBone.startingJoint)) { // The connection has no connected ending -> Destroy UnityEngine.Object.Destroy(currentBone.gameObject); currentBone = null; return(false); } else { currentBone.ConnectToJoints(); bones.Add(currentBone); currentBone = null; // The creature was modified return(true); } }