public Cube(UnityEngine.Color color) { JustEntered = false; frame = World.frame; UnityCube ___cube00; ___cube00 = UnityCube.Instantiate(color); System.Single ___dist00; ___dist00 = 3f; List <UnityEngine.Vector3> ___checkpoints00; ___checkpoints00 = ( (new Cons <UnityEngine.Vector3>(new UnityEngine.Vector3((___cube00.Position.x) + (___dist00), ___cube00.Position.y, ___cube00.Position.z), (new Cons <UnityEngine.Vector3>(new UnityEngine.Vector3((___cube00.Position.x) + (___dist00), (___cube00.Position.y) + (___dist00), ___cube00.Position.z), (new Cons <UnityEngine.Vector3>(new UnityEngine.Vector3(___cube00.Position.x, (___cube00.Position.y) + (___dist00), ___cube00.Position.z), (new Cons <UnityEngine.Vector3>(___cube00.Position, (new Empty <UnityEngine.Vector3>()).ToList <UnityEngine.Vector3>())).ToList <UnityEngine.Vector3>())).ToList <UnityEngine.Vector3>())).ToList <UnityEngine.Vector3>())).ToList <UnityEngine.Vector3>()).ToList <UnityEngine.Vector3>(); Velocity = Vector3.zero; UnityCube = ___cube00; Factor = 2f; Checkpoints = ___checkpoints00; }
public void Start(){}public Animation(UnityEngine.Vector3 target) { this.target = target; UnityCube = new UnityCube(); Target = target; StopAnimation = false; ObjectsToAvoid = ( Enumerable.Empty<Container>()).ToList<Container>(); Lasers = ( Enumerable.Empty<Laser>()).ToList<Laser>(); InitialTarget = target; Factor = 0f; Explorer = UnityCube.Find(); AttackingShips = ( Enumerable.Empty<Ship>()).ToList<Ship>(); }