void Update()
{
// If we dont have a jigsaw piece, dont do anything
if(!NextJigsawPiece)
return;
// If the trigger has been activated, dont do anything else
if(!IsActivated)
return;
// If we have created the next piece, dont do anything else
if(NextPieceGenerated)
return;
// Create a new gameobject for the next piece in the path
NextJigsawPieceAccess = (GameObject)GameObject.Instantiate(NextJigsawPiece, NextJigsawPiece.transform.position - (Vector3.up * 10), NextJigsawPiece.transform.rotation);
// Add the transform to specify where it needs to move to
TransformGeometry Transformer = NextJigsawPieceAccess.AddComponent<TransformGeometry>();
Transformer.TransformTarget[0] = NextJigsawPiece.transform;
// Flag that we have generated it
NextPieceGenerated = true;
}