Example #1
0
 private void prefabSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e)
 {
     this.isCollisionEnter = true;
     if (!this.isIn && this.FadeOutAfterCollision)
     {
         base.Invoke("SetupFadeOutDelay", this.FadeOutDelay);
     }
 }
Example #2
0
        public void OnCollisionHandler(UpdateRankCollisionInfo e)
        {
            for (int i = 0; i < this.lastActiveIndex; i++)
            {
                base.Invoke("SetGoActive", this.active_value[i]);
            }
            for (int j = 0; j < this.lastInactiveIndex; j++)
            {
                base.Invoke("SetGoInactive", this.inactive_value[j]);
            }
            EventHandler <UpdateRankCollisionInfo> collisionEnter = this.CollisionEnter;

            if (collisionEnter != null)
            {
                collisionEnter(this, e);
            }
            if ((this.InstanceBehaviour == DeactivationEnum.Deactivate) && !this.deactivatedIsWait)
            {
                this.deactivatedIsWait = true;
                base.Invoke("Deactivate", this.DeactivateTimeDelay);
            }
        }
        private void effectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e)
        {
            Vector3 normalized = (this.tRoot.position + (Vector3.Normalize(e.Hit.point - this.tRoot.position) * (this.effectSettings.MoveDistance + 1f))).normalized;

            base.transform.position = e.Hit.point - (normalized * this.OffsetPosition);
        }
 private void EffectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e)
 {
     this.canUpdate = false;
 }
 private void prefabSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e)
 {
     this.isCollisionEnter = true;
     this.canUpdate        = true;
 }
Example #6
0
 private void effectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e)
 {
     base.transform.LookAt(this.effectSettings.transform.position + e.Hit.normal);
 }