Created
August 4, 2015 06:00
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public class EnumeratedDestroy : MonoBehaviour | |
{ | |
private List<GameObject> shallowList; | |
private List<List<GameObject>> masterList; | |
void Start () | |
{ | |
shallowList = new List<GameObject>(); | |
masterList = new List<List<GameObject>>(); | |
PopulateLists(transform, 0); | |
for (int i = masterList.Count - 1; i >= 0; i--)// fill from deepest to shallowest | |
{ | |
shallowList.AddRange(masterList[i]); | |
} | |
StartCoroutine(Delete(shallowList)); | |
} | |
private void PopulateLists(Transform parent, int depth) | |
{ | |
for (int i = 0; i < masterList.Count - 1; i++) | |
{ | |
if (depth > masterList.Count-1)//initialize new lists for each depth | |
{ | |
List<GameObject> list = new List<GameObject>(); | |
masterList.Add(list); | |
} | |
masterList[depth].Add(parent.GetChild(i).gameObject); | |
//recurse into next layer | |
if (parent.GetChild(i).childCount != 0) | |
{ | |
PopulateLists(parent.GetChild(i), depth + 1); | |
} | |
} | |
} | |
//call once | |
private IEnumerator Delete(List<GameObject> shallowList) | |
{ | |
for (int i = 0; i < shallowList.Count; i++ ) | |
{ | |
Destroy(shallowList[i]); | |
yield return new WaitForSeconds(0); | |
} | |
Destroy(this.gameObject); | |
} | |
} |
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