public override void Dispose() { onBulletHit = null; m_TotalDis = Vector3.zero; if (m_BulletEntity != null) { GameObjectPool.Release(m_BulletEntity.gameObject); m_BulletEntity = null; } base.Dispose(); }
protected void OnAwake() { m_Transform = GetComponent <Transform>(); m_Rigidbody = GetComponent <Rigidbody>(); m_Animator = GetComponent <Animator>(); m_ObjectToMove = GetComponent <ObjectToMove>(); m_lastAltitude = float.MaxValue; m_CurTransform = m_Transform; m_ImpactDistance = float.MaxValue; JoystickAdaptor = new JoystickAdaptor(1); m_PackLocalMotionHash = Animator.StringToHash("Base Layer.Pack_Locomotion"); }
public void InitAssetPath(string path) { float defaultView = 45.0f; if (Camera.main != null) { defaultView = Camera.main.fieldOfView; } m_DisFactor = Mathf.Tan(defaultView / 200.0f * Mathf.Deg2Rad); GameObjectPool.GetAsync(ref path, ref m_empty, (bulletObj) => { m_BulletEntity = (bulletObj as GameObject).GetComponent <ObjectToMove>(); if (m_IsDestroyed) { GameObjectPool.Release(bulletObj); m_BulletEntity = null; } }, (int)RES_TYPE.RES_TYPE_DYNAMIC, 0); }
public void AddObjectToSmoothStep(GameObject pObject, Vector3 pStartPos, Vector3 pEndPos, float pTime) { ObjectToMove tObject = new ObjectToMove(pObject, pStartPos, pEndPos, pTime); SmoothObjects.Add(tObject); }
/// <summary> /// Adds the object to move. /// </summary> /// <param name="objectToMove">Object to move.</param> public void AddObjectToMove(ObjectToMove objectToMove) { objectToMove.transform.position += currentMove; objectsToMove.Add(objectToMove); }
private void Awake() { objToMove = GetComponent <ObjectToMove>(); }