public InstanceParameters(SlowSpawn SlowSpawn, int Index) { this.Index = Index; this.Layer = SlowSpawn.gameObject.layer; Vector4 slowSpawn = SlowSpawn.ps[Index]; this.Position.x = slowSpawn.x; this.Position.y = slowSpawn.y; this.Position.z = slowSpawn.z; float single = slowSpawn.w; float single1 = single; this.Scale.z = single; float single2 = single1; single1 = single2; this.Scale.y = single2; this.Scale.x = single1; this.Rotation = SlowSpawn.r[Index]; this.Mesh = SlowSpawn.meshes[SlowSpawn.meshIndex[Index]]; this.SharedMaterial = SlowSpawn.sharedMaterial; }
private SlowSpawn.SpawnFlags AddTo(GameObject go, SlowSpawn.SpawnFlags spawnFlags, bool safe) { SlowSpawn.SpawnFlags spawnFlag = (SlowSpawn.SpawnFlags)0; if ((spawnFlags & SlowSpawn.SpawnFlags.MeshFilter) == SlowSpawn.SpawnFlags.MeshFilter && (safe || !go.GetComponent<MeshFilter>())) { spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.MeshFilter; this.AddMeshFilter(go); } if ((spawnFlags & SlowSpawn.SpawnFlags.Renderer) == SlowSpawn.SpawnFlags.Renderer && (safe || !go.renderer)) { spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.Renderer; this.AddRenderer(go); } if ((spawnFlags & SlowSpawn.SpawnFlags.Collider) == SlowSpawn.SpawnFlags.Collider && (safe || !go.collider)) { spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.Collider; this.AddCollider(go); } return spawnFlag; }
public GameObject Spawn(SlowSpawn.SpawnFlags spawnFlags = 7, UnityEngine.HideFlags HideFlags = 9) { GameObject gameObject = new GameObject(string.Empty) { hideFlags = HideFlags, layer = this.Layer }; gameObject.transform.position = this.Position; gameObject.transform.rotation = this.Rotation; GameObject gameObject1 = gameObject; this.AddTo(gameObject1, spawnFlags, true); return gameObject1; }
public SlowSpawn.SpawnFlags AddTo(GameObject go, SlowSpawn.SpawnFlags spawnFlags = 7) { return this.AddTo(go, spawnFlags, false); }
public IEnumerable<GameObject> SpawnAll(SlowSpawn.SpawnFlags SpawnFlags = 7, UnityEngine.HideFlags HideFlags = 9) { SlowSpawn.<SpawnAll>c__Iterator3A variable = null; return variable; }