protected override void RecognizeBackChildAnimator() { if (bodyObject != null) { bodyAnimator = bodyObject.GetComponent <FlyingBodyAnimator>(); } base.RecognizeBackChildAnimator(); }
protected override void Awake() { GameObject shadowConfigModel = null; GameObject shadowConfigObject = null; ShadowConfiguration shadowConfig = null; int shadowConfigsLength = 0; bodyAnimator = null; shadowPeriodicObject = null; shadowFullHealObject = null; shadowsLevelUpObjects = null; shadowPeriodic = null; shadowFullHeal = null; shadowsLevelUp = null; base.Awake(); if (shadowConfigPeriodic != null) { shadowPeriodicObject = Instantiate(shadowConfigPeriodic) as GameObject; if (shadowPeriodicObject != null) { shadowPeriodic = shadowPeriodicObject.GetComponent <ShadowConfiguration>(); } } if (shadowConfigFullHeal != null) { shadowFullHealObject = Instantiate(shadowConfigFullHeal) as GameObject; if (shadowFullHealObject != null) { shadowFullHeal = shadowFullHealObject.GetComponent <ShadowConfiguration>(); } } if (shadowConfigsLevelUp != null) { shadowConfigsLength = shadowConfigsLevelUp.Length; if (shadowConfigsLength > 0) { shadowsLevelUpObjects = new GameObject[shadowConfigsLength]; shadowsLevelUp = new ShadowConfiguration[shadowConfigsLength]; for (int i = 0; i < shadowConfigsLength; i++) { shadowConfigModel = shadowConfigsLevelUp[i]; shadowConfigObject = null; shadowConfig = null; if (shadowConfigModel != null) { shadowConfigObject = Instantiate(shadowConfigModel) as GameObject; if (shadowConfigObject != null) { shadowConfig = shadowConfigObject.GetComponent <ShadowConfiguration>(); } } shadowsLevelUpObjects[i] = shadowConfigObject; shadowsLevelUp[i] = shadowConfig; } } } }
protected override void ClearChildAnimators() { if (bodyAnimator != null) { bodyAnimator.Clear(); bodyAnimator = null; } base.ClearChildAnimators(); }