コード例 #1
0
ファイル: Graveyard.cs プロジェクト: yazici/FRONTIERS
        public void OnLocationGroupLoaded()
        {
            Structures.AddMinorToload(State.GraveyardStructure, 0, worlditem);

            if (!State.CreatedHeadstones)
            {
                //create headstones the first time we load the location group
                //after that they'll just load and unload normally
                WorldItem headstoneWorldItem = null;
                State.CreatedHeadstones = true;
                for (int i = 0; i < State.HeadstoneSpawnPoints.Count; i++)
                {
                    if (WorldItems.CloneRandomFromCategory(State.HeadstoneCategory, location.LocationGroup, State.HeadstoneSpawnPoints[i], out headstoneWorldItem))
                    {
                        headstoneWorldItem.Initialize();
                        HeadstoneAvatar hsa = headstoneWorldItem.Get <HeadstoneAvatar>();
                        if (i < State.Headstones.Count)
                        {
                            hsa.State.HeadstoneName = State.Headstones[i];
                        }
                        hsa.RefreshProps();
                    }
                }
            }
        }
コード例 #2
0
        protected IEnumerator LaunchProjectile(Equippable equippable, Weapon weapon)
        {
            if (!HasProjectile)
            {
                //if we don't have a projectile it doesn't matter
                //MasterAudio.PlaySound (mEquippable.Sounds.SoundType, ToolDoppleganger.transform, mEquippable.Sounds.SoundUseUnuccessfully);
                mEquippable.UseUnsuccessfully();
                ToolState = PlayerToolState.Equipped;
                yield break;
            }
            //convert the projectile object to a world item if it isn't already
            Projectile projectile = null;

            if (ProjectileObject.IsWorldItem)
            {
                //get the projectile from the existing worlditem
                projectile = ProjectileObject.worlditem.Get <Projectile>();
            }
            else
            {
                WorldItem worlditemProjectile = null;
                //clone the projectile from the stack item
                WorldItems.CloneFromStackItem(ProjectileObject.GetStackItem(WIMode.Stacked), WIGroups.Get.Player, out worlditemProjectile);
                //initialize immediately
                worlditemProjectile.Initialize();
                worlditemProjectile.transform.position = ToolActionPointObject.position;
                worlditemProjectile.transform.rotation = ToolActionPointObject.rotation;
                //set the projectile object to null
                ProjectileObject = null;
                //give it a second to initialze
                projectile = worlditemProjectile.Get <Projectile>();
            }

            if (projectile != null)
            {
                projectile.Launch(ToolActionPointObject, weapon, LaunchForce);
                //play the launching sound
                mEquippable.UseSuccessfully();
                //MasterAudio.PlaySound (mEquippable.Sounds.SoundType, ToolDoppleganger.transform, mEquippable.Sounds.SoundUseSuccessfully);
                yield return(null);
            }
            else
            {
                Debug.Log("Projectile was null");
            }
            RefreshToolDoppleganger(false);
            yield return(null);

            if (UsesTensionMorph)
            {
                TensionChannel.Percent = 0f;
            }
            yield break;
        }
コード例 #3
0
        public void OnPowerSourceRemoved()
        {
            if (mSpawnedDeactivatedOrb)
            {
                return;
            }
            //this will swap it out for an item that can be carried
            mSpawnedDeactivatedOrb = true;
            WorldItem  deactivatedOrb = null;
            STransform orbSpawnPoint  = new STransform(LuminiteGemPivot.position, LuminiteGemPivot.rotation.eulerAngles, Vector3.zero);

            if (WorldItems.CloneWorldItem(DeactivatedOrbGenericWorldItem, orbSpawnPoint, false, WIGroups.Get.World, out deactivatedOrb))
            {
                deactivatedOrb.Props.Local.Mode = WIMode.World;
                deactivatedOrb.Initialize();
                deactivatedOrb.SetMode(WIMode.World);
                worlditem.RemoveFromGame();
            }
        }
コード例 #4
0
 public void OnDie()
 {
     PowerSource.HasPower = false;
     if (PowerSource.HasPowerSource)
     {
         //drop the crystal into the world
         WorldItem  droppedGem    = null;
         STransform gemSpawnPoint = new STransform(LuminiteGemPivot.position, LuminiteGemPivot.rotation.eulerAngles, Vector3.zero);
         if (WorldItems.CloneWorldItem(PowerSource.PowerSourceDopplegangerProps, gemSpawnPoint, false, WIGroups.Get.World, out droppedGem))
         {
             droppedGem.Props.Local.Mode = WIMode.World;
             droppedGem.Initialize();
             droppedGem.SetMode(WIMode.World);
             FXManager.Get.SpawnFX(droppedGem.tr, "DrawAttentionToItem");
         }
         FXManager.Get.SpawnExplosion(ExplosionType.Simple, worlditem.Position, 1f, 1f, 0.1f, 0.5f, OrbExplosionDamage);
     }
     OrbSpeak(OrbSpeakUnit.UnitExpiring, worlditem.tr);
 }
コード例 #5
0
ファイル: Shearable.cs プロジェクト: yazici/FRONTIERS
        public void OnPlayerUseWorldItemSecondary(object secondaryResult)
        {
            WIListResult dialogResult = secondaryResult as WIListResult;

            switch (dialogResult.SecondaryResult)
            {
            case "Shear":
                State.LastTimeSheared = WorldClock.AdjustedRealTime;
                //spawn a random number of wool items
                //make it pop off the chest body part, upwards
                WorldItem shearedWorldItem = null;
                BodyPart  chestBodyPart    = null;
                creature.Body.GetBodyPart(BodyPartType.Chest, out chestBodyPart);
                Bounds        colliderBounds = chestBodyPart.PartCollider.bounds;
                Vector3       popPosition;
                Vector3       popDirection;
                System.Random random          = new System.Random(Profile.Get.CurrentGame.Seed);
                int           numShearedItems = random.Next(MinShearedItems, MaxShearedItems);
                Debug.Log("Shearing " + numShearedItems.ToString() + " Items in " + name);
                for (int i = 0; i < numShearedItems; i++)
                {
                    popPosition = (UnityEngine.Random.onUnitSphere * 5f) + chestBodyPart.tr.position;
                    popPosition = chestBodyPart.PartCollider.ClosestPointOnBounds(popPosition);
                    //give it a push in a direction away from the body
                    popDirection = Vector3.Normalize(chestBodyPart.tr.position - popPosition);

                    if (WorldItems.CloneWorldItem(ShearedItem, STransform.zero, false, WIGroups.GetCurrent(), out shearedWorldItem))
                    {
                        shearedWorldItem.Initialize();
                        shearedWorldItem.SetMode(WIMode.World);
                        shearedWorldItem.tr.position = popPosition;
                        shearedWorldItem.ApplyForce(popDirection, popPosition);
                    }
                    //let them all fall away
                }
                //the creature freaks out but doesn't actually take damage
                creature.OnTakeDamage();
                break;

            default:
                break;
            }
        }
コード例 #6
0
ファイル: LuminiteNode.cs プロジェクト: yazici/FRONTIERS
        public void OnDie()
        {
            switch (worlditem.State)
            {
            case "Mined":
                Debug.Log("DIED in luminite node with state mined");
                worlditem.Get <Damageable> ().ResetDamage();
                State.TimeMined = WorldClock.AdjustedRealTime;
                break;

            default:
                Debug.Log("DIED in luminite node with state " + worlditem.State);
                worlditem.Get <Damageable> ().ResetDamage();
                //set luminite type to mined raw, then get a stack item for the player
                //add that to player inventory
                WorldItem        rawLuminite     = null;
                GenericWorldItem rawLuminiteItem = RawLuminiteLight;
                if (worlditem.State == "Dark")
                {
                    rawLuminiteItem = RawLuminiteDark;
                }
                if (WorldItems.CloneWorldItem(
                        rawLuminiteItem,
                        new STransform(worlditem.tr),
                        false,
                        worlditem.Group,
                        out rawLuminite))
                {
                    //this will drop to the players' feet
                    rawLuminite.Props.Local.FreezeOnStartup = false;
                    rawLuminite.Initialize();
                    rawLuminite.SetMode(WIMode.World);
                    rawLuminite.GetComponent <Rigidbody>().AddForce(worlditem.tr.up * 0.25f);
                }
                State.TimeMined       = WorldClock.AdjustedRealTime;
                State.AbsorbedDarkRot = 0f;
                worlditem.State       = "Mined";
                break;
            }

            Debug.Log("State is now " + worlditem.State);
        }
コード例 #7
0
ファイル: PlayerWearables.cs プロジェクト: yazici/FRONTIERS
        protected IEnumerator FillWearablesOverTime(string categoryName)
        {
            //wait a frame
            yield return(null);

            //Debug.Log("Filling wearables from category " + categoryName);
            WICategory category = null;
            STransform tr       = new STransform();

            if (WorldItems.Get.Category(categoryName, out category))
            {
                //Debug.Log("Got category, filling now");
                for (int i = 0; i < category.GenericWorldItems.Count; i++)
                {
                    //get an instance of the item and try to wear it
                    //Debug.Log("Adding wearable " + category.GenericWorldItems[i].DisplayName);
                    for (int j = 0; j < category.GenericWorldItems[i].InstanceWeight; j++)
                    {
                        WorldItem newWorldItem = null;
                        if (WorldItems.CloneWorldItem(category.GenericWorldItems[i], tr, false, WIGroups.Get.Player, out newWorldItem))
                        {
                            newWorldItem.Initialize();
                            Wearable wearable = newWorldItem.Get <Wearable>();
                            if (!Wear(wearable))
                            {
                                //if we can't wear it for some reason, drop it in front of the player
                                player.ItemPlacement.ItemDropAtFeet(newWorldItem);
                            }
                            else
                            {
                                //Debug.Log("Player has been equipped with " + newWorldItem.DisplayName);
                            }
                        }
                    }
                }
            }
            else
            {
                //Debug.Log("Couldn't find category " + categoryName);
            }
            yield break;
        }
コード例 #8
0
ファイル: Pluckable.cs プロジェクト: yazici/FRONTIERS
        public void OnPlayerUseWorldItemSecondary(object secondaryResult)
        {
            WIListResult dialogResult = secondaryResult as WIListResult;

            switch (dialogResult.SecondaryResult)
            {
            case "Pluck":
                WIStackError error            = WIStackError.None;
                WorldItem    pluckedWorldItem = null;
                if (WorldItems.CloneWorldItem(PluckedItem, STransform.zero, false, WIGroups.GetCurrent(), out pluckedWorldItem))
                {
                    pluckedWorldItem.Initialize();
                }
                Player.Local.Inventory.AddItems(pluckedWorldItem, ref error);
                creature.OnTakeDamage();
                creature.FleeFromThing(Player.Local);
                break;

            default:
                break;
            }
        }
コード例 #9
0
ファイル: Signboards.cs プロジェクト: yazici/FRONTIERS
 public static Signboard GetOrCreateSignboard(Signboard sign, WorldItem owner, WIGroup locationGroup, STransform offset, string textureName, string type)
 {
     if (sign == null)
     {
         WorldItem newSignWorldItem = null;
         WorldItems.CloneWorldItem("Decorations", "Signboard", offset, false, locationGroup, out newSignWorldItem);
         newSignWorldItem.Initialize();
         //offset.ApplyTo (newSignWorldItem.transform, false);
         sign             = newSignWorldItem.GetOrAdd <Signboard>();
         sign.Owner       = owner;
         sign.TextureName = textureName;
         sign.Style       = SignboardStyle.A;
         if (!string.IsNullOrEmpty(textureName))
         {
             if (textureName.StartsWith("B_"))
             {
                 sign.Style = SignboardStyle.B;
             }
             //Debug.Log ("Setting signoboard state to " + type + sign.Style.ToString ());
             newSignWorldItem.State = type + sign.Style.ToString();
         }
     }
     return(sign);
 }
コード例 #10
0
        public void OnDie()
        {
            Debug.Log("OnDie called in drop items on die");
            if (gSpawnPointTransform == null)
            {
                gSpawnPointTransform = new STransform();
            }

            string categoryName = WICategoryName;

            if (!string.IsNullOrEmpty(WICategoryNameBurned))
            {
                if (worlditem.Get <Damageable> ().State.LastDamageSource == "Fire")
                {
                    categoryName = WICategoryNameBurned;
                }
            }

            if (DropEveryItemInCategory)
            {
                WICategory category = null;
                if (WorldItems.Get.Category(categoryName, out category))
                {
                    for (int i = 0; i < category.GenericWorldItems.Count; i++)
                    {
                        //create one for each instance
                        for (int j = 0; j < category.GenericWorldItems [i].InstanceWeight; j++)
                        {
                            gSpawnPointTransform.Position   = worlditem.tr.TransformPoint(SpawnPoints [i % SpawnPoints.Count]);
                            gSpawnPointTransform.Rotation.x = Random.Range(0f, 360f);
                            gSpawnPointTransform.Rotation.y = Random.Range(0f, 360f);
                            gSpawnPointTransform.Rotation.z = Random.Range(0f, 360f);
                            if (WorldItems.CloneWorldItem(category.GenericWorldItems [i], gSpawnPointTransform, false, WIGroups.Get.World, out gDropItem))
                            {
                                gDropItem.Props.Local.Mode = WIMode.World;
                                gDropItem.Initialize();
                                gDropItem.SetMode(WIMode.World);

                                if (!string.IsNullOrEmpty(DropEffect))
                                {
                                    FXManager.Get.SpawnFX(gDropItem, DropEffect);
                                }
                            }
                        }
                    }
                }
            }
            else
            {
                //we prefer spawn points first
                if (SpawnPoints.Count > 0)
                {
                    for (int i = 0; i < SpawnPoints.Count; i++)
                    {
                        mSpawnPoint = SpawnPoints [i];
                        if (Random.value > RandomDropout)
                        {
                            if (WorldItems.CloneRandomFromCategory(categoryName, WIGroups.Get.World, out gDropItem))                                    ////Debug.Log ("Cloning item!");
                            {
                                gDropItem.Props.Local.Transform.Position = worlditem.tr.TransformPoint(mSpawnPoint);
                                //Debug.Log ("Worlditem at position " + worlditem.tr.position + " dropping item " + gDropItem.Props.Local.Transform.Position.ToString () + " from spawn point " + mSpawnPoint.ToString());
                                gDropItem.Props.Local.Transform.Rotation.x = Random.Range(0f, 360f);
                                gDropItem.Props.Local.Transform.Rotation.y = Random.Range(0f, 360f);
                                gDropItem.Props.Local.Transform.Rotation.z = Random.Range(0f, 360f);
                                gDropItem.Props.Local.FreezeOnStartup      = false;
                                gDropItem.Props.Local.Mode = WIMode.World;
                                gDropItem.Initialize();
                                gDropItem.SetMode(WIMode.World);
                                if (!string.IsNullOrEmpty(DropEffect))
                                {
                                    FXManager.Get.SpawnFX(gDropItem, DropEffect);
                                }
                            }
                        }
                    }
                }
                else
                {
                    //if no spawn points exist, spawn stuff using mesh vertices
                    //System.Random random = new System.Random (Profile.Get.CurrentGame.Seed);
                    int      numToSpawn = UnityEngine.Random.Range(MinRandomItems, MaxRandomItems);                //random.Next (MinRandomItems, MaxRandomItems);
                    Renderer r          = null;
                    if (worlditem.HasStates)
                    {
                        r = worlditem.States.CurrentState.StateRenderer;
                    }
                    else
                    {
                        //just get the first renderer
                        r = worlditem.Renderers [0];
                    }
                    //TODO make this more safe?
                    Mesh      sharedMesh = r.GetComponent <MeshFilter> ().sharedMesh;
                    Vector3[] vertices   = sharedMesh.vertices;
                    //Debug.Log ("Spawning from " + vertices.Length.ToString () + " vertices");
                    for (int i = 0; i < numToSpawn; i++)
                    {
                        if (WorldItems.CloneRandomFromCategory(categoryName, WIGroups.Get.World, out gDropItem))
                        {
                            gDropItem.Props.Local.Transform.Position = worlditem.tr.TransformPoint(vertices [UnityEngine.Random.Range(0, vertices.Length)]);
                            //Debug.Log ("Worlditem at position " + worlditem.tr.position + " dropping item " + gDropItem.Props.Local.Transform.Position.ToString () + " from mesh spawn point " + mSpawnPoint.ToString ());
                            gDropItem.Props.Local.Transform.Rotation.x = Random.Range(0f, 360f);
                            gDropItem.Props.Local.Transform.Rotation.y = Random.Range(0f, 360f);
                            gDropItem.Props.Local.Transform.Rotation.z = Random.Range(0f, 360f);
                            gDropItem.Props.Local.FreezeOnStartup      = false;
                            gDropItem.Props.Local.Mode = WIMode.World;
                            gDropItem.Initialize();
                            gDropItem.SetMode(WIMode.World);

                            if (!string.IsNullOrEmpty(DropEffect))
                            {
                                FXManager.Get.SpawnFX(gDropItem, DropEffect);
                            }
                        }
                        else
                        {
                            Debug.Log("Couldn't clone item from category " + categoryName);
                        }
                    }
                }
            }
            Finish();
        }
コード例 #11
0
 protected void StartupStructureLoaded(WorldItem mStartupStructureWorldItem)
 {
     mStartupStructureWorldItem.Initialize();
     mStartupStructure = mStartupStructureWorldItem.Get <Structure> ();
 }
コード例 #12
0
        public void OnClickSquare()
        {
            Debug.Log("Clicking result square");
            WIStackError error = WIStackError.None;

            if (ReadyForRetrieval)
            {
                Debug.Log("Is ready for retrieval");
                while (NumItemsCrafted > 0)
                {
                    StackItem craftedItem = CraftedItemTemplate.ToStackItem();
                    craftedItem.Group = WIGroups.Get.Player;
                    if (craftedItem.CanEnterInventory)
                    {
                        if (Player.Local.Inventory.AddItems(craftedItem, ref error))
                        {
                            Debug.Log("Added item to inventory");
                            NumItemsCrafted--;
                        }
                        else
                        {
                            Debug.Log("Couldn't add to inventory, what now?");
                            break;
                        }
                    }
                    else
                    {
                        Debug.Log("We have to carry the item");
                        if (Player.Local.ItemPlacement.IsCarryingSomething)
                        {
                            Player.Local.ItemPlacement.PlaceOrDropCarriedItem();
                        }
                        //turn it into a worlditem and have the player carry it
                        WorldItem craftedWorldItem = null;
                        if (WorldItems.CloneFromStackItem(craftedItem, WIGroups.GetCurrent(), out craftedWorldItem))
                        {
                            craftedWorldItem.Props.Local.CraftedByPlayer = true;
                            craftedWorldItem.Initialize();
                            craftedWorldItem.ActiveState = WIActiveState.Active;
                            craftedWorldItem.Props.Local.FreezeOnStartup = false;
                            craftedWorldItem.tr.rotation = Quaternion.identity;
                            craftedWorldItem.SetMode(WIMode.World);
                            craftedWorldItem.tr.position = Player.Local.ItemPlacement.GrabberIdealPosition;
                            craftedWorldItem.LastActiveDistanceToPlayer = 0f;
                            //if we have an interface open, close it now
                            GUIInventoryInterface.Get.Minimize();
                            //then force the player to carry the item
                            if (Player.Local.ItemPlacement.ItemCarry(craftedWorldItem, true))
                            {
                                NumItemsCrafted--;
                            }
                            else
                            {
                                GUIManager.PostWarning("You have to drop what you're carrying first");
                            }
                            //set placement mode to true immediately
                            Player.Local.ItemPlacement.PlacementModeEnabled = true;
                        }
                        break;
                    }
                }
            }
            else
            {
                Debug.Log("Not ready for retrieval");
            }

            RefreshRequest();
        }
コード例 #13
0
ファイル: Meteors.cs プロジェクト: yazici/FRONTIERS
        public void Update()
        {
            if (!SpawnMeteors)
            {
                return;
            }

            RecentMeteorMaterial.color = Color.Lerp(GlowMaterialColorDark, GlowMaterialColor, Mathf.Abs(Mathf.Sin(Time.time)));

                        #if UNITY_EDITOR
            if (Input.GetKeyDown(KeyCode.O))
            {
                if (InactiveMeteors.Count > 0)
                {
                    //yay spawn a new one
                    FallingMeteor f = InactiveMeteors [0];
                    InactiveMeteors.RemoveAt(0);
                    ActiveMeteors.Add(f);
                    f.Activate();
                }
            }
                        #endif

            if (Player.Local == null || !Player.Local.HasSpawned || !GameManager.Is(FGameState.InGame))
            {
                return;
            }

            if (GameWorld.Get.CurrentBiome.OuterSpace)
            {
                return;
            }

            if (WorldClock.IsDay)
            {
                mMeteorsFallenTonight = 0;
                mCheckedTonight       = false;
                mCheckMeteors++;
                if (mCheckMeteors > 30)
                {
                    mCheckMeteors = 0;

                    if (mMeteorsFallenToday < Globals.MaxMeteorsPerDay)
                    {
                        if (InactiveMeteors.Count > 0 && UnityEngine.Random.value < Globals.MeteorSpawnProbabilityDaytime && WorldClock.AdjustedRealTime > mLastMeteorSpawnTime + Globals.MeteorMinimumSpawnTime)
                        {
                            //yay spawn a new one
                            FallingMeteor f = InactiveMeteors [0];
                            InactiveMeteors.RemoveAt(0);
                            ActiveMeteors.Add(f);
                            f.Activate();
                            mMeteorsFallenToday++;
                            mLastMeteorSpawnTime = WorldClock.AdjustedRealTime;
                        }
                    }

                    if (ActiveMeteors.Count > 0)
                    {
                        for (int i = ActiveMeteors.LastIndex(); i >= 0; i--)
                        {
                            //remove any that have been killed
                            FallingMeteor f = ActiveMeteors [i];
                            if (f.IsDepleted)
                            {
                                InactiveMeteors.Add(f);
                                ActiveMeteors.RemoveAt(i);
                            }
                        }
                    }
                }
                return;
            }
            else
            {
                mMeteorsFallenToday = 0;

                if (!mCheckedTonight)
                {
                    mCheckedTonight = true;
                    if (Globals.OscillateMeteorSpawnAmount)
                    {
                        float period = (float)((WorldClock.AdjustedRealTime % Globals.MeteorSpawnOscillateDuration) / Globals.MeteorSpawnOscillateDuration);
                        AdjustedMaxMeteorsPerNight = Mathf.Clamp(Mathf.CeilToInt(Mathf.Sin(period) * Globals.MaxMeteorsPerNight), Globals.MinMeteorsPerNight, Globals.MaxMeteorsPerNight);
                    }
                    else
                    {
                        AdjustedMaxMeteorsPerNight = Globals.MaxMeteorsPerNight;
                    }
                }

                mCheckMeteors++;
                if (mCheckMeteors > 30)
                {
                    mCheckMeteors = 0;
                    if (mMeteorsFallenTonight < Globals.MaxMeteorsPerNight)
                    {
                        if (InactiveMeteors.Count > 0 && UnityEngine.Random.value < Globals.MeteorSpawnProbability && WorldClock.AdjustedRealTime > mLastMeteorSpawnTime + Globals.MeteorMinimumSpawnTime)
                        {
                            //yay spawn a new one
                            FallingMeteor f = InactiveMeteors [0];
                            InactiveMeteors.RemoveAt(0);
                            ActiveMeteors.Add(f);
                            f.Activate();
                            mMeteorsFallenTonight++;
                            mLastMeteorSpawnTime = WorldClock.AdjustedRealTime;
                            OnMeteorSpawned.SafeInvoke();
                        }
                    }

                    for (int i = ActiveMeteors.LastIndex(); i >= 0; i--)
                    {
                        //remove any that have been killed
                        FallingMeteor f = ActiveMeteors [i];
                        if (f.IsDepleted)
                        {
                            InactiveMeteors.Add(f);
                            ActiveMeteors.RemoveAt(i);
                            if (f.SpawnMeteor)
                            {
                                WorldChunk p = GameWorld.Get.PrimaryChunk;
                                f.transform.parent             = p.AboveGroundGroup.tr;
                                mActiveMeteorPosition.Position = f.transform.localPosition;
                                WorldItem newMeteorWorldItem = null;
                                WorldItems.CloneWorldItem("Crystals", "Falling Meteor", mActiveMeteorPosition, false, p.AboveGroundGroup, out newMeteorWorldItem);
                                newMeteorWorldItem.Initialize();
                                newMeteorWorldItem.ActiveState       = WIActiveState.Active;
                                newMeteorWorldItem.ActiveStateLocked = true;
                                MeteorsSpawned.Add(newMeteorWorldItem.Get <Meteor> ());
                                //get rid of dead meteors to make it easier on orbs
                                for (int j = MeteorsSpawned.LastIndex(); j >= 0; j--)
                                {
                                    if (MeteorsSpawned [j] == null || MeteorsSpawned [j].IsDestroyed)
                                    {
                                        MeteorsSpawned.RemoveAt(j);
                                    }
                                }

                                OnMeteorSpawned.SafeInvoke();
                            }
                        }
                    }
                }
            }
        }