Inheritance: MonoBehaviour
Example #1
0
                     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;
                     }
Example #2
0
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>();
		
}