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); }
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); }
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); } }