using System.Collections; using System.Collections.Generic; using UnityEngine; public class NoSeeLongDMob : MyCoroutine { List list_Renderer = new List(); float dist = 90f; private void Awake() { Act_Repeat_for1sec = () => { for (int i = 0; i < list_Renderer.Count; i++) { if (list_Renderer[i].enabled && Vector3.Distance(MyValue.MyPC.Get_position(), list_Renderer[i].transform.position) > dist) list_Renderer[i].enabled = false; else if (!list_Renderer[i].enabled && Vector3.Distance(MyValue.MyPC.Get_position(), list_Renderer[i].transform.position) <= dist) list_Renderer[i].enabled = true; } }; } public void Set() { var mobs = GetComponentsInChildren(true); for (int i = 0; i < mobs.Length; i++) { mobs[i].gameObject.SetActive(true); if (mobs[i].transform.localScale.x <= 2f) list_Renderer.AddRange(mobs[i].GetComponentsInChildren()); } } }