private void GenerateItem() { var items = ItemGenerator.GenerateItem_point(m_itemPrefab, m_pointParent); foreach (var item in items) { ItemGenerator.DirectToPlanet(item.transform, m_targetPlanet); } }
private void GenerateItem() { StartCoroutine(ItemGenerator.WaitFrameAction(1, () => { var items = ItemGenerator.GenerateItem_onPlanet_random(m_itemPrefab, m_targetPlanet, m_createCount, m_distanceFromGround); foreach (var item in items) { ItemGenerator.DirectToPlanet(item.transform, m_targetPlanet.transform); } })); }
private void GenerateItem() { ItemGenerator.GenerateItem_circle(m_itemPrefab, transform.position, m_radiaus, m_itemCount, transform.up); }
private void GenerateItem() { StartCoroutine(ItemGenerator.WaitFrameAction(1, () => ItemGenerator.GenerateItem_aroundPath(m_itemPrefab, m_targetPath, m_stackCount, m_stackHoldCount, m_startItemPos, m_endItemPos, m_radius) )); }
private void GenerateItem() { StartCoroutine(ItemGenerator.WaitFrameAction(1, () => ItemGenerator.GenerateItem_withPath(m_itemPrefab, m_targetPath, m_itemCount, m_startItemPos, m_endItemPos) )); }