public void OnEnable() { m_currPosition = transform.position; m_prevPosition = transform.position; m_linearVelocity = Vector3.zero; BoingManager.Register(this); }
private void DoPump() { BoingManager.RestoreBehaviors(); BoingManager.RestoreReactors(); BoingManager.RestoreBones(); // do this post-render so we have one frame to finish compute dispatches BoingManager.DispatchReactorFieldCompute(); }
private void FixedUpdate() { if (TryDestroyDuplicate()) { return; } BoingManager.FixedUpdate(); }
public void LateUpdate() { if (BoingManager.s_managerGo != gameObject) { // so reimporting scripts don't build up duplicate update pumps Destroy(gameObject); return; } BoingManager.LateUpdate(); }
private void LateUpdate() { if (TryDestroyDuplicate()) { return; } BoingManager.Execute(BoingManager.UpdateTiming.Late); BoingManager.PullBehaviorResults(BoingManager.UpdateTiming.Late); BoingManager.PullReactorResults(BoingManager.UpdateTiming.Late); BoingManager.PullBonesResults(BoingManager.UpdateTiming.Late); // pull bones results last, so bone transforms don't inherit parent transform delta }
protected override void Unregister() { BoingManager.Unregister(this); }
protected override void Register() { BoingManager.Register(this); }
protected virtual void Unregister() { BoingManager.Unregister(this); }
protected virtual void Register() { BoingManager.Register(this); }
public void OnDisable() { BoingManager.Unregister(this); }
public void OnEnable() { BoingManager.Register(this); }