private void CreateIntervalNode(IIntervalNode node, int i) { if (IntervalTransform == null || IntervalPrefab == null) { return; } GameObject obj = Instantiate(IntervalPrefab); if (obj == null) { return; } obj.transform.SetParent(IntervalTransform, false); CW_IntervalNode nodeObject = obj.GetComponent <CW_IntervalNode>(); if (nodeObject == null) { return; } nodeObject.setNode(node, i); nodes.Add(nodeObject); }
public void NodesOn(bool isOn) { if (intervalInterface == null) { return; } if (!intervalInterface.IsReached) { return; } if (IntervalTransform == null) { return; } IntervalTransform.gameObject.SetActive(isOn); if (!isOn) { return; } for (int i = nodes.Count - 1; i >= 0; i--) { CW_IntervalNode node = nodes[i]; if (node == null) { continue; } node.UpdateText(); node.gameObject.SetActive(isOn && intervalInterface.NodeInterval > i + 1); } }