Esempio n. 1
0
        public override object DoSpawn(VInt3 inWorldPos, VInt3 inDir, GameObject inSpawnPoint)
        {
            List <PoolObjHandle <ActorRoot> > inSpawnedList = new List <PoolObjHandle <ActorRoot> >();

            ActorMeta[] inActorMetaList = new ActorMeta[] { this.TheActorMeta };
            SpawnPoint.DoSpawn(inSpawnPoint, inWorldPos, inDir, this.bSequentialMeta, inActorMetaList, this.m_rangePolygon, this.m_rangeDeadPoint, this.InitBuffDemand, this.InitRandPassSkillRule, ref inSpawnedList);
            if ((inSpawnedList.Count > 0) && (inSpawnedList[0] != 0))
            {
                PoolObjHandle <ActorRoot> handle = inSpawnedList[0];
                return(handle.handle);
            }
            return(null);
        }
Esempio n. 2
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        public override object DoSpawn(VInt3 inWorldPos, VInt3 inDir, GameObject inSpawnPoint)
        {
            List <PoolObjHandle <ActorRoot> > list = new List <PoolObjHandle <ActorRoot> >();

            ActorMeta[] inActorMetaList = new ActorMeta[]
            {
                this.TheActorMeta
            };
            SpawnPoint.DoSpawn(inSpawnPoint, inWorldPos, inDir, this.bSequentialMeta, inActorMetaList, this.m_rangePolygon, this.m_rangeDeadPoint, null, this.InitBuffDemand, this.InitRandPassSkillRule, ref list);
            if (list.get_Count() > 0 && list.get_Item(0))
            {
                return(list.get_Item(0).handle);
            }
            return(null);
        }
Esempio n. 3
0
        public void DoSpawn(PursuitInfo pursuitInfo)
        {
            SpawnPoint.DoSpawn(base.gameObject, (VInt3)base.gameObject.transform.position, (VInt3)base.gameObject.transform.forward, this.bSequentialMeta, this.TheActorsMeta, this.m_rangePolygon, this.m_rangeDeadPoint, pursuitInfo, this.InitBuffDemand, this.InitRandPassSkillRule, ref this.m_spawnedList);
            IEnumerator enumerator = this.m_spawnPointList.GetEnumerator();

            while (enumerator.MoveNext())
            {
                SpawnPoint spawnPoint = enumerator.get_Current() as SpawnPoint;
                if (spawnPoint)
                {
                    spawnPoint.DoSpawn(pursuitInfo);
                }
            }
            this.m_spawnPointOver = this.m_spawnPointList.get_Count() + 1;
            if (this.onAllSpawned != null)
            {
                this.onAllSpawned(this);
            }
        }