bezier_curve

public class BezierCurve
{
    //Starts following bezier curve.
    public void StartFollow()
    {
        //some code here.
    }
}

public class BezierCurveBatch : MonoBehaviour
{
    [SerializeField]
    List<BezierCurve> m_lstChildren;

    [SerializeField]
    float m_delayStartCurve = 10;
    float m_timeLeftToStartNextChild = 0;

    bool m_isRunBatchCurve = false;

    /// <summary>
    /// Start batch follow after each interval.
    /// </summary>
    public void StartBatch()
    {
        m_isRunBatchCurve = true;
    }

    private void Update()
    {
        if (!m_isRunBatchCurve)
            return;

        m_timeLeftToStartNextChild -= Time.deltaTime;
        if (m_timeLeftToStartNextChild <= 0.0f)
        {
            if (m_lstChildren.Count > 0) //if we have children left.
            {
                BezierCurve l_bCurveToStart = m_lstChildren[0];     //Getting top object.
                m_lstChildren.RemoveAt(0);                          //removing top object.
                l_bCurveToStart.StartFollow();                      //Start follow bezier curve
                m_timeLeftToStartNextChild = m_delayStartCurve;     //resetting time.
            }

            if (m_lstChildren.Count == 0)       //After processing last object, check if need to continue for next object.
                m_isRunBatchCurve = false;
        }
    }
}
Misty Manatee