private void RegisterObjects() { //Register playerpos in matrix registerTile.UpdatePosition(); //Registering objects being pulled in matrix if (pullRegister != null) { pullRegister.UpdatePosition(); } }
private void UpdateState(bool _aliveState) { visibleState = _aliveState; OnVisibilityChange(_aliveState); MonoBehaviour[] scripts = GetComponentsInChildren <MonoBehaviour>(true); Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); Renderer[] getRenderers = GetComponentsInChildren <Renderer>(true); MeshRenderer[] meshRend = GetComponentsInChildren <MeshRenderer>(true); //Ignore all MeshRenderers Renderer[] renderers = getRenderers.Except(meshRend).ToArray(); for (int i = 0; i < scripts.Length; i++) { if (CanBeDisabled(scripts[i])) { scripts[i].enabled = _aliveState; } } for (int i = 0; i < colliders.Length; i++) { colliders[i].enabled = _aliveState; } for (int i = 0; i < renderers.Length; i++) { SpriteRenderer sr = renderers[i] as SpriteRenderer; // Cast and check cast. // This is necessary because some renderers fail the cast. if (sr != null && !CanBeDisabled(sr)) { } else { renderers[i].enabled = _aliveState; } } if (registerTile != null) { if (_aliveState) { registerTile.UpdatePosition(); } else { registerTile.Unregister(); } } }
private void UpdateState(bool _aliveState) { OnVisibilityChange(_aliveState); MonoBehaviour[] scripts = GetComponentsInChildren <MonoBehaviour>(true); Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); Renderer[] renderers = GetComponentsInChildren <Renderer>(true); for (int i = 0; i < scripts.Length; i++) { if (scripts[i].GetType().Name != networkId && scripts[i].GetType().Name != networkT && scripts[i].GetType().Name != objectBehaviour && scripts[i].GetType().Name != regTile && scripts[i].GetType().Name != inputController && scripts[i].GetType().Name != playerSync) { scripts[i].enabled = _aliveState; } } for (int i = 0; i < colliders.Length; i++) { colliders[i].enabled = _aliveState; } for (int i = 0; i < renderers.Length; i++) { renderers[i].enabled = _aliveState; } if (registerTile != null) { if (_aliveState) { EditModeControl eC = gameObject.GetComponent <EditModeControl>(); if (eC != null) { eC.Snap(); } registerTile.UpdatePosition(); } else { registerTile.Unregister(); } } }
private void UpdateState(bool _aliveState) { visibleState = _aliveState; OnVisibilityChange(_aliveState); MonoBehaviour[] scripts = GetComponentsInChildren <MonoBehaviour>(true); Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); Renderer[] renderers = GetComponentsInChildren <Renderer>(true); for (int i = 0; i < scripts.Length; i++) { if (canBeDisabled(scripts[i])) { scripts[i].enabled = _aliveState; } } for (int i = 0; i < colliders.Length; i++) { colliders[i].enabled = _aliveState; } for (int i = 0; i < renderers.Length; i++) { renderers[i].enabled = _aliveState; } if (registerTile != null) { if (_aliveState) { registerTile.UpdatePosition(); } else { registerTile.Unregister(); } } }
/// Register item pos in matrix private void RegisterObjects() { registerTile.UpdatePosition(); }
private void RegisterObjects() { //Register item pos in matrix registerTile.UpdatePosition(); }