private IEnumerator SpawnIndividualTick() { SpawnHandler spawnHandler = null; while (true) { yield return(CoroutineEx.waitForEndOfFrame); if (spawnHandler.spawnTick && Spawn.respawn_individuals) { yield return(CoroutineEx.waitForSeconds(Spawn.tick_individuals)); for (int i = 0; i < spawnHandler.SpawnIndividuals.Count; i++) { SpawnIndividual item = spawnHandler.SpawnIndividuals[i]; try { spawnHandler.Spawn(Prefab.Load <Spawnable>(item.PrefabID, null, null), item.Position, item.Rotation); } catch (Exception exception) { UnityEngine.Debug.LogError(exception); } yield return(CoroutineEx.waitForEndOfFrame); } } } }
public void FillIndividuals() { for (int index = 0; index < this.SpawnIndividuals.Count; ++index) { SpawnIndividual spawnIndividual = this.SpawnIndividuals[index]; this.Spawn(Prefab.Load <Spawnable>(spawnIndividual.PrefabID, (GameManager)null, (PrefabAttribute.Library)null), spawnIndividual.Position, spawnIndividual.Rotation); } }
public void FillIndividuals() { for (int i = 0; i < this.SpawnIndividuals.Count; i++) { SpawnIndividual item = this.SpawnIndividuals[i]; this.Spawn(Prefab.Load <Spawnable>(item.PrefabID, null, null), item.Position, item.Rotation); } }
private IEnumerator SpawnIndividualTick() { label_1: do { yield return((object)CoroutineEx.waitForEndOfFrame); }while (!this.spawnTick || !Spawn.respawn_individuals); yield return((object)CoroutineEx.waitForSeconds(Spawn.tick_individuals)); for (int i = 0; i < this.SpawnIndividuals.Count; ++i) { SpawnIndividual spawnIndividual = this.SpawnIndividuals[i]; try { this.Spawn(Prefab.Load <Spawnable>(spawnIndividual.PrefabID, (GameManager)null, (PrefabAttribute.Library)null), spawnIndividual.Position, spawnIndividual.Rotation); } catch (Exception ex) { Debug.LogError((object)ex); } yield return((object)CoroutineEx.waitForEndOfFrame); } goto label_1; }
public void AddRespawn(SpawnIndividual individual) { this.SpawnIndividuals.Add(individual); }