public void AcceptNewLevel(int level) { List <Building> buildings = currentLevelBlueprint.ReturnLevelBuildings(level + 1); foreach (Building b in buildings) { unactivatedList.Add(b); } }
public void RetrieveLevelBuildings(int i) { List <Building> newBuildings = currentLevelBlueprint.ReturnLevelBuildings(i + 1); if (newBuildings.Count > 0 && newBuildings != null) { foreach (Building b in newBuildings) { b.gameObject.SetActive(false); } } }