// 物理演算用オブジェクトの生成 private GameObject CreateDynamicsObject() { GameObject dynamicsObject = manager.CreateDynamicsObject(name, Components); dynamicsObject.transform.position = transform.parent.position; dynamicsObject.transform.rotation = transform.parent.rotation; return(dynamicsObject); }
// 物理演算用オブジェクトの生成 private GameObject CreateDynamicsObject() { Transform parentTransform = transform.parent; Vector3 position = parentTransform ? parentTransform.position : Vector3.zero; Quaternion rotation = parentTransform ? parentTransform.rotation : Quaternion.identity; GameObject dynamicsObject = manager.CreateDynamicsObject(name, Components); dynamicsObject.transform.position = position; dynamicsObject.transform.rotation = rotation; return(dynamicsObject); }