Beispiel #1
0
    private void PickupCollectibles(Fighter member)
    {
        // TODO: Use non allocated Physics.OverlapSphereNonAlloc
        //hitColliders = Physics.OverlapSphere(member.VehicleInstance.transform.position, CollectRadius, _collectableMask);
        var count = Physics.OverlapSphereNonAlloc(member.VehicleInstance.transform.position, CollectRadius, _hitColliders, _collectableMask);

        for (var i = 0; i < count; i++)
        {
            _collectibleTrigger = _hitColliders[i].GetComponent<CollectibleTrigger>();
            if (_collectibleTrigger != null)
                _collectibleTrigger.Pickup(member.VehicleInstance.gameObject, member.VehicleInstance.GetVelocity());
        }
    }
Beispiel #2
0
 private void PickupCollectibles()
 {
     castCount = Physics.OverlapSphereNonAlloc(VehicleInstance.transform.position, CollectRadius, hitColliders, _collectableMask);
     for (i = 0; i < castCount; i++)
     {
         _collectible = hitColliders[i].GetComponent<CollectibleTrigger>();
         if (_collectible != null)
             _collectible.Pickup(VehicleInstance.gameObject, VehicleInstance.GetVelocity());
     }
 }