protected virtual void OnEnable() { GetComponent <Rigidbody2D>().simulated = true; Edge.GetPoints(positions); Destroy(gameObject, LifeTime); }
public override IList <Vector2> GetPoints() { Vector2 offset = m_Collider.offset; m_Collider.GetPoints(m_Points2D); for (int i = 0, c = m_Points2D.Count; i < c; i++) { m_Points2D[i] += offset; } return(m_Points2D); }