static int Release(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 1); SimplePool obj = LuaScriptMgr.GetUnityObject <SimplePool>(L, 1); obj.Release(); return(0); }
IEnumerator ReleaseProjectile() { yield return(null); yield return(new WaitForSeconds(lifeTime)); SimplePool.Release(gameObject); }
void OnTriggerEnter(Collider c) { if (c.gameObject.tag == "Player") { SoundController.Play("powerup"); Player.Instance.weaponRange *= 1.2f; SimplePool.Release(gameObject); } }
// Update is called once per frame void Update() { curTime += Time.deltaTime; mr.material = FontMaterialManager.Instance.GetMaterial(mat, alpha); //Vector3 forward = cam.forward; //forward.y = 0; //block.SetFloat("_Alpha",alpha); //mr.SetPropertyBlock(block); transform.forward = -cam.forward; if (curTime > destoryTime) { if (pools == null) { GameObject.Destroy(gameObject); } else { gameObject.SetActive(false); pools.Release(this); } } }
IEnumerator ReleaseProjectile(GameObject p) { yield return(new WaitForSeconds(weaponRange)); SimplePool.Release(p); }
void Die() { GameObject.Instantiate(explosionPrefab, t.position, t.rotation); SimplePool.Release(gameObject); SoundController.Play("explosion_1"); }