public void destroyOctant(string name, int x = 0, int y = 0, int z = 0)
{
// deinstantiateOctant does not automatically add minimap prefix
GameObject entity = GameObject.Find (name);
if (entity == null) {
//Debug.Log("octant " + name + " does not exist.");
} else {
Destroy (entity);
// Whenever there's an octant being destroyed, disable the asteroid that's in there
List<int> octList = CommonUtility.getOctantIndicesFromVector3 (new remap.NDNMOG.DiscoveryModule.Vector3 (x + 256, y + 256, z + 256));
for (int i = 0; i < UnityConstants.treeNum * UnityConstants.scenarioNum; i++) {
if (inOct ((int)asteroids [i].position.x, (int)asteroids [i].position.y, (int)asteroids [i].position.z, octList)) {
toggleVisibility (asteroids [i], false);
}
}
}
}