internal void SpawnMapEntities() { int i; PrefabPreProcess prefabPreProcess = new PrefabPreProcess(false, true, false); BaseEntity[] baseEntityArray = UnityEngine.Object.FindObjectsOfType <BaseEntity>(); BaseEntity[] baseEntityArray1 = baseEntityArray; for (i = 0; i < (int)baseEntityArray1.Length; i++) { BaseEntity baseEntity = baseEntityArray1[i]; if (prefabPreProcess.NeedsProcessing(baseEntity.gameObject)) { prefabPreProcess.ProcessObject(null, baseEntity.gameObject, false); } baseEntity.SpawnAsMapEntity(); } DebugEx.Log(string.Format("Map Spawned {0} entities", (int)baseEntityArray.Length), StackTraceLogType.None); baseEntityArray1 = baseEntityArray; for (i = 0; i < (int)baseEntityArray1.Length; i++) { BaseEntity baseEntity1 = baseEntityArray1[i]; if (baseEntity1 != null) { baseEntity1.PostMapEntitySpawn(); } } }
internal void SpawnMapEntities() { PrefabPreProcess prefabPreProcess = new PrefabPreProcess(false, true, false); BaseEntity[] objectsOfType = (BaseEntity[])Object.FindObjectsOfType <BaseEntity>(); foreach (BaseEntity baseEntity in objectsOfType) { if (prefabPreProcess.NeedsProcessing(((Component)baseEntity).get_gameObject())) { prefabPreProcess.ProcessObject((string)null, ((Component)baseEntity).get_gameObject(), false); } baseEntity.SpawnAsMapEntity(); } DebugEx.Log((object)("Map Spawned " + (object)objectsOfType.Length + " entities"), (StackTraceLogType)0); foreach (BaseEntity baseEntity in objectsOfType) { if (Object.op_Inequality((Object)baseEntity, (Object)null)) { baseEntity.PostMapEntitySpawn(); } } }