// Use to process your families.
    protected override void onProcess(int familiesUpdateCount)
    {
        foreach (GameObject go in _absorbanceGO)
        {
            Absorbance ab = go.GetComponent <Absorbance>();

            if (ab.numberAbsorbed > threshold)
            {
                GameObjectManager.unbind(go);
                Object.Destroy(go);
            }
        }
    }
Beispiel #2
0
    // Use to process your families.
    protected override void onProcess(int familiesUpdateCount)
    {
        foreach (GameObject go in _triggeredGO)
        {
            Triggered2D t2d = go.GetComponent <Triggered2D>();
            Absorbance  ab  = go.GetComponent <Absorbance>();

            foreach (GameObject target in t2d.Targets)
            {
                Death d = target.GetComponent <Death>();

                if (d != null && d.number != 0 && d.prefab != null)
                {
                    GameObject newGO = Object.Instantiate(d.prefab, target.transform.position, Quaternion.identity);
                    GameObjectManager.bind(newGO);
                }

                GameObjectManager.unbind(target);
                Object.Destroy(target);
                ab.numberAbsorbed++;
            }
        }
    }