private void Update() { if (this.spawnGroups.Count > 0) { for (int i = 0; i < this.spawnGroups.Count; i++) { MoveToPosition(i); Cooldown(i); UpdateGroup(i); } foreach (SpawnGroup group in this.spawnGroups) { if (group.elapsedTime > 1f) { this.remove.Add(group); } } } if (this.remove.Count > 0) { foreach (SpawnGroup group in this.remove) { Divisible div = group.owner.GetComponent <Divisible>(); if (!div.IsDivisibleStateReady()) { div.SetDivisibleReady(); } div = group.spawnedUnit.GetComponent <Divisible>(); if (!div.IsDivisibleStateReady()) { div.SetDivisibleReady(); } this.spawnGroups.Remove(group); } this.remove.Clear(); } }