protected virtual void OnBuilt(GameObject built) { ZiplineArchitect component = built.GetComponent <ZiplineArchitect>(); component._gate1.transform.position = this._gate1.transform.position; component._gate1.transform.rotation = this._gate1.transform.rotation; component._gate2.transform.position = this._gate2.transform.position; component._gate2.transform.rotation = this._gate2.transform.rotation; component.EnsureGatesDestroyProxies(true); component._wasBuilt = true; }
private void RespawningRenderersFrom(GameObject respawned) { ZiplineArchitect component = respawned.GetComponent <ZiplineArchitect>(); component._gate1.transform.parent = this._gate1.transform.parent; component._gate1.transform.position = this._gate1.transform.position; component._gate1.transform.rotation = this._gate1.transform.rotation; component._gate2.transform.parent = this._gate2.transform.parent; component._gate2.transform.position = this._gate2.transform.position; component._gate2.transform.rotation = this._gate2.transform.rotation; UnityEngine.Object.Destroy(this._gate1.gameObject); UnityEngine.Object.Destroy(this._gate2.gameObject); this._gate1 = component._gate1; this._gate2 = component._gate2; }