void SpawnPinwheel()
{
//Spawn offset
Vector3 localOffset = new Vector3 (-10, 7.5f, 0);
Vector3 worldOffset = m_trans.rotation * localOffset;
Vector3 spawnPos = m_trans.position + worldOffset;
for (int i = 0; i < pinwheels.Count; i++)
{
if (!pinwheels[i].activeInHierarchy)
{
// Rumble the controller
InputManager.SetControllerVibrate(gameObject.tag, 0.3f, 0.3f, 0.2f, false);
// Go on cooldown
pinwheelCooldown = powerUpCooldown;
pinwheels[i].transform.position = spawnPos;
pinwheels[i].transform.rotation = m_trans.rotation;
pinwheels[i].SetActive(true);
//break the loop
break;
}
}
}