public void LoadTROBject(TRObject trObject) { MyStatus status = trObject as MyStatus; transform.rotation = status.rotation; transform.position = status.position; }
public void LoadTRObject (TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; this.GetComponent<Rigidbody2D>().isKinematic = true; }
public void LoadTRObject(TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; this.GetComponent <Rigidbody2D>().isKinematic = true; }
public void LoadTRObject (TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; }
public void LoadTRObject(TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; this.GetComponent <Rigidbody2D>().isKinematic = true; gameObject.GetComponent <BoxCollider2D> ().enabled = true; gameObject.GetComponent <BoxCollider2D> ().isTrigger = false; }
public void LoadTROBject(TRObject trObject) { Status status = trObject as Status; this.moving = status.moving; transform.position = status.position; transform.rotation = status.rotation; collider.enabled = status.enabled; renderer.enabled = status.enabled; }
public void LoadTRObject(TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; gameObject.GetComponent <Rigidbody2D>().isKinematic = true; StartCoroutine(FallDown()); }
public void LoadTROBject(TRObject trObject) { Status status = trObject as Status; transform.position = status.position; transform.rotation = status.rotation; targetRotation = status.targetRotation; playerRigidbody.isKinematic = true; }
public void Push(TRObject obj){ //überschreiben wir ein feld? if ((end + 1) % size == start) start = (start + 1) % size; list [end] = obj; end = (end + 1) % size; //damit wieder an anfang springen }
public void LoadTRObject (TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; gameObject.GetComponent<Rigidbody2D>().isKinematic = true; StartCoroutine(FallDown()); }
public void LoadTRObject (TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; //transform.rotation = newStatus.myRotation; this.GetComponent<Rigidbody2D>().isKinematic = true; gameObject.GetComponent<BoxCollider2D> ().enabled = true; gameObject.GetComponent<BoxCollider2D> ().isTrigger = false; }
public void Push(TRObject obj) { //überschreiben wir ein feld? if ((end + 1) % size == start) { start = (start + 1) % size; } list [end] = obj; end = (end + 1) % size; //damit wieder an anfang springen }
public void LoadTROBject(TRObject trObject) { Status status = trObject as Status; transform.position = status.position; transform.rotation = status.rotation; BumpSpeed = status.bumpSpeed; gameObject.GetComponent <Collider>().enabled = status.enabled; Invincible = status.invincible; Speed = status.speed; rigidbody.isKinematic = true; }
public void PushTRObject(TRObject trObject) { trObjects.Push(trObject); }
public void PushTRObject(TRObject trobject) { objectsInCircularBuffer.Push(trobject); }
public void LoadTRObject(TRObject trobject) { MyStatus newStatus = (MyStatus)trobject; transform.position = newStatus.myPosition; }
public void PushTRObject(TRObject trobject) { objectsOnStack.Push(trobject); }