public void UnlockNewShaft() { ShaftController newShaft = Instantiate(_shaftObject, _shaftsTransform.transform); newShaft.transform.position += _offset * _gameData.Shafts.Count; _listOfShaftObjects.Add(newShaft); _gameData.Shafts.Add(newShaft.CreateShaft(_nextShaftNummer)); _nextShaftNummer++; }
private void SetupSavegame() { if (_gameData.Shafts.Count == 0) { UnlockNewShaft(); } else { foreach (var shaft in _gameData.Shafts) { ShaftController newShaft = Instantiate(_shaftObject, _shaftsTransform.transform); newShaft.SetShaft(shaft); newShaft.transform.position += _offset * shaft.ShaftNummer; _listOfShaftObjects.Add(newShaft); _nextShaftNummer = shaft.ShaftNummer; } } }