public override void SetLOD(int lod) { EventInstance windEvent = TreeWindSfx.BeginTransfer(this.CurrentLodTransform); base.SetLOD(lod); TreeWindSfx.CompleteTransfer(this.CurrentLodTransform, windEvent); }
private void State_Damaged() { FMOD.Studio.EventInstance windEvent = TreeWindSfx.BeginTransfer(this.lod.CurrentLodTransform); this.SpawnCutTree(); if (this.lod.CurrentLodTransform) { UnityEngine.Object.Destroy(this.lod.CurrentLodTransform.gameObject); this.lod.CurrentLodTransform = null; } if (this.cut) { TreeWindSfx.CompleteTransfer(this.cut.transform, windEvent); this.ChunkUpdater1(); this.ChunkUpdater2(); this.ChunkUpdater3(); this.ChunkUpdater4(); } }
public override void SetLOD(int lod) { bool flag = this.currentLOD == 2 || lod == 2; EventInstance windEvent; if (flag) { windEvent = TreeWindSfx.BeginTransfer(this.CurrentLodTransform); } else { windEvent = null; } base.SetLOD(lod); if (flag) { TreeWindSfx.CompleteTransfer(this.CurrentLodTransform, windEvent); } }
public void DoSpawnCutTree() { if (BoltNetwork.isRunning) { return; } EventInstance windEvent = TreeWindSfx.BeginTransfer(base.transform); this.Trunk = (GameObject)UnityEngine.Object.Instantiate(this.Trunk, base.transform.position, base.transform.rotation); if (!this.dontScaleTrunk) { this.Trunk.transform.localScale = base.transform.localScale; } TreeHealth component = this.Trunk.GetComponent <TreeHealth>(); component.SetLodBase(this.LodTree); UnityEngine.Object.Destroy(base.gameObject); PrefabId log = BoltPrefabs.Log; TreeWindSfx.CompleteTransfer(this.Trunk.transform, windEvent); }