using UnityEngine; using UnityEngine.Serialization; using ScriptableObjectArchitecture; namespace AsteroidGame.Entities { public class Disabler : MonoBehaviour { [FormerlySerializedAs("Set")] [SerializeField] private GameObjectCollection _set; [ContextMenu("Disable All")] public void DisableAll() { // Loop backwards since the list may change when disabling for (int i = _set.Count - 1; i >= 0; i--) { _set[i].gameObject.SetActive(false); } } [ContextMenu("Disable Random")] public void DisableRandom() { int index = Random.Range(0, _set.Count); _set[index].gameObject.gameObject.SetActive(false); } } }