private void onLayerGenerated() { if (LayerGenerated == null) { return; } LayerGenerated.Invoke(this, new StatusChangedArgument()); }
// Start is called before the first frame update public void FetchLayer(int nextLayerToFetch, LayerGenerated layerGenerated) { this.nextLayerToFetch = nextLayerToFetch; if (linesPerLayer.Keys.Count == 0) { // First layer is added linesPerLayer.Add(0, new List <GameObject>()); } // Make sure we have reset the previous layer(s) because we need them for placing the new layer foreach (var layer in linesPerLayer.Select(x => x.Value)) { foreach (var line in layer) { line.GetComponent <ProceduralMesh>().Reset(); } } layerGeneratedCallback = layerGenerated; GenerateNextLayer(new List <GameObject>()); }