// Update is called once per frame void LateUpdate() { while (pendingSlices.Count > 0) { PendingSlice pendingSlice = pendingSlices.Dequeue(); // CheckAXESlice.GetComponent<MeleeWeapon>().HitCount--; // в слайсере проверка на то что слайсер попал по цели и отрубил объекту коллайдер var component = pendingSlice.target as MonoBehaviour; if (component != null) { var targetGameObject = component.gameObject; if (suppressUntilContactCeases.Contains(targetGameObject) == false) { pendingSlice.target.Sliced += PendingSlice_target_Sliced; // GetComponent<AllZombieAI>().maximumHitPoints = 0; Instantiate(meleeBloodPS, transform.position, Quaternion.identity); CheckAXESlice.GetComponent <MeleeWeapon>().HitCount--; pendingSlice.target.Slice(pendingSlice.point, normalInWorldSpace); } } } }
// Update is called once per frame void LateUpdate() { while (pendingSlices.Count > 0) { PendingSlice pendingSlice = pendingSlices.Dequeue(); var targetGameObject = (pendingSlice.target as MonoBehaviour).gameObject; if (suppressUntilContactCeases.Contains(targetGameObject) == false) { GameObject[] result = pendingSlice.target.Slice(pendingSlice.point, normalInWorldSpace); if (result.Length > 1) { suppressUntilContactCeases.AddRange(result); } } } }
// Update is called once per frame void LateUpdate() { while (pendingSlices.Count > 0) { PendingSlice pendingSlice = pendingSlices.Dequeue(); var component = pendingSlice.target as MonoBehaviour; if (component != null) { var targetGameObject = component.gameObject; if (suppressUntilContactCeases.Contains(targetGameObject) == false) { pendingSlice.target.Sliced += PendingSlice_target_Sliced; pendingSlice.target.Slice(pendingSlice.point, normalInWorldSpace); } } } }