private static void InitializeGameObject(GameObject go, TSVector position, TSQuaternion rotation) { ICollider[] tsColliders = go.GetComponentsInChildren<ICollider>(); if (tsColliders != null) { for (int index = 0, length = tsColliders.Length; index < length; index++) { PhysicsManager.instance.AddBody(tsColliders[index]); } } TSTransform rootTSTransform = go.GetComponent<TSTransform>(); if (rootTSTransform != null) { rootTSTransform.Initialize(); rootTSTransform.position = position; rootTSTransform.rotation = rotation; } TSTransform[] tsTransforms = go.GetComponentsInChildren<TSTransform>(); if (tsTransforms != null) { for (int index = 0, length = tsTransforms.Length; index < length; index++) { TSTransform tsTransform = tsTransforms[index]; if (tsTransform != rootTSTransform) { tsTransform.Initialize(); } } } }
private static void InitializeGameObject(GameObject go, TSVector position, TSQuaternion rotation) { ICollider[] tsColliders = go.GetComponentsInChildren <ICollider>(); if (tsColliders != null) { foreach (ICollider tsCollider in tsColliders) { PhysicsManager.instance.AddBody(tsCollider); } } TSTransform rootTSTransform = go.GetComponent <TSTransform>(); if (rootTSTransform != null) { rootTSTransform.Initialize(); rootTSTransform.position = position; rootTSTransform.rotation = rotation; } TSTransform[] tsTransforms = go.GetComponentsInChildren <TSTransform>(); if (tsTransforms != null) { foreach (TSTransform tsTransform in tsTransforms) { if (tsTransform != rootTSTransform) { tsTransform.Initialize(); } } } TSTransform2D rootTSTransform2D = go.GetComponent <TSTransform2D>(); if (rootTSTransform2D != null) { rootTSTransform2D.Initialize(); rootTSTransform2D.position = new TSVector2(position.x, position.y); rootTSTransform2D.rotation = rotation.ToQuaternion().eulerAngles.z; } TSTransform2D[] tsTransforms2D = go.GetComponentsInChildren <TSTransform2D>(); if (tsTransforms2D != null) { foreach (TSTransform2D tsTransform2D in tsTransforms2D) { if (tsTransform2D != rootTSTransform2D) { tsTransform2D.Initialize(); } } } }