private RangeFloat GetBoundsOn(Lane lane) { Bounds bounds3D = GetWorldspaceBounds(); Vector3 back = bounds3D.center + Vector3.back * bounds3D.extents.z; Vector3 front = bounds3D.center + Vector3.forward * bounds3D.extents.z; float min = lane.GetPositionOnLane(back); float max = lane.GetPositionOnLane(front); return(new RangeFloat(min, max)); }
private void KillEnemyAtJumpDestination(Lane targetLane, Vector3 targetPosition) { float laneTargetPosition = targetLane.GetPositionOnLane(targetPosition); ObjectRepresentation enemyRecord = LevelState.instance.CheckByKind(ObjectKind.Enemy, targetLane, laneTargetPosition, enemyJumpOnErrorTolerance); enemyRecord?.gameObject.GetComponent <Enemy>().JumpedOn(); }