Beispiel #1
0
 protected virtual void InvokeEditorStateUpdate(float oldValue, float newValue)
 {
     foreach (var item in Dependancy.GetAll <IEditorStateUpdate>(gameObject))
     {
         item.EDITOR_UpdateState(oldValue, newValue);
     }
 }
        protected virtual void UpdateModules(float value)
        {
            var dependancies = Dependancy.GetAll <Module>(gameObject);

            foreach (var dependancy in dependancies)
            {
                dependancy.OnValueChanged(value);
            }
        }
Beispiel #3
0
            public static void Set(Transform transform, string layer)
            {
                var renderes = Dependancy.GetAll <Renderer>(transform.gameObject);

                for (int i = 0; i < renderes.Count; i++)
                {
                    renderes[i].sortingLayerName = layer;
                }
            }
Beispiel #4
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        public static List <IReference <TReference> > Set <TReference>(TReference reference)
            where TReference : Component
        {
            var targets = Dependancy.GetAll <IReference <TReference> >(reference.gameObject);

            for (int i = 0; i < targets.Count; i++)
            {
                targets[i].Set(reference);
            }

            return(targets);
        }
        public static void Do(GameObject gameobject1, GameObject gameobject2)
        {
            var colliders1 = Dependancy.GetAll <Collider>(gameobject1);

            var colliders2 = Dependancy.GetAll <Collider>(gameobject2);

            for (int x = 0; x < colliders1.Count; x++)
            {
                for (int y = 0; y < colliders2.Count; y++)
                {
                    Physics.IgnoreCollision(colliders1[x], colliders2[y], true);
                }
            }
        }
Beispiel #6
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        public UIGrayscaleController(MonoBehaviour behaviour)
        {
            this.Behaviour = behaviour;

            Targets = new List <Graphic>();

            var graphics = Dependancy.GetAll <Graphic>(behaviour.gameObject);

            for (int i = 0; i < graphics.Count; i++)
            {
                if (graphics[i].material.shader.name.Contains("Grayscale"))
                {
                    graphics[i].material = Object.Instantiate(graphics[i].material);

                    Targets.Add(graphics[i]);
                }
            }
        }
Beispiel #7
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            public static UnityEngine.Bounds Calculate <TSource>(GameObject gameObject, Func <TSource, UnityEngine.Bounds> extractor)
            {
                var value = new UnityEngine.Bounds(gameObject.transform.position, Vector3.zero);

                var components = Dependancy.GetAll <TSource>(gameObject);

                for (int i = 0; i < components.Count; i++)
                {
                    if (i == 0)
                    {
                        value = extractor(components[i]);
                    }
                    else
                    {
                        value.Encapsulate(extractor(components[i]));
                    }
                }

                value.center = gameObject.transform.InverseTransformPoint(value.center);

                return(value);
            }
 public static void Init <TReference>(TReference reference)
     where TReference : Component
 {
     Init(reference, Dependancy.GetAll <Interface <TReference> >(reference.gameObject));
 }
        private void Awake()
        {
            List = Dependancy.GetAll <Wheel>(Vehicle.gameObject);

            Steer = this.GetDependancy <VehicleWheelsSteer>();
        }
Beispiel #10
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        public virtual void Init(Entity owner)
        {
            this.Owner = owner;

            Constraints = Dependancy.GetAll <WeaponConstraint>(gameObject);
        }
Beispiel #11
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        public override void Init()
        {
            base.Init();

            Modifiers = Dependancy.GetAll <IModifer>(Entity.gameObject);
        }
        public override void Configure(Entity reference)
        {
            base.Configure(reference);

            Modifiers = Dependancy.GetAll <IModifier>(Entity.gameObject);
        }