//void moveBall(Ball b) //{ // float pg = 0; // Vector3 newPos = Path.GetArcParametrizedTime(b.Progress, ref pg); // b.transform.position = Vector3.Lerp(b.transform.position, newPos+b.Offset, Time.deltaTime * LerpSpeed); //} void moveAlongSpline(List <Ball> balls) { if (balls.Count == 0 || balls[balls.Count - 1].Progress >= 2 * BallSizePercent) { addBallToChain(); } EffectsPlayer.SetLost(balls[0].Progress); if (balls[0].Progress >= 1f) { CurrentSpeed = LostSpeed; lost = true; //currentMoveMethod = () => { //moveLost(balls); FindObjectOfType <GameDataSaver>().Lose(score); FindObjectOfType <LevelDataView>().ShowLostDialog(); }; } }