/// <summary> /// This is for updating the radar blips for moving targets (Monsters, for example) /// </summary> void UpdateRadarBlips() { var newMobPos = new List <Vector3>(); newMobPos.AddRange(MobManager.GetMobPositions()); for (var x = 0; x < newMobPos.Count; x++) { //Using our mob offset again for (var i = _mobOffSet; i > _pickupOffSet; i--) { _pickupPositions[i] = newMobPos[x]; if (x == i) { break; } } } }
// Start is called before the first frame update void Start() { // For the PickupPosition List, we add all the pickup positions in the scene to the list foreach (var pos in PickupManager.GetPickupPositions()) { _pickupPositions.Add(pos); } _pickupOffSet = _pickupPositions.Count - 1; foreach (var pos in MobManager.GetMobPositions()) { Debug.Log(pos.ToString()); _pickupPositions.Add(pos); } _mobOffSet = _pickupPositions.Count - 1; // We reserve the last element in the list for the LevelPortal position _pickupPositions.Add(_levelPortal.transform.position); CreateBlips(); }