public CheckForCollision_BlueprintData(CheckForCollisionCondition condition) { this.name = condition.transform.name; this.position = condition.transform.localPosition; this.rotation = condition.transform.localRotation; this.scale = condition.transform.localScale; this.allowedTags = condition.allowedTags; BoxCollider collider = condition.GetComponent <BoxCollider>(); if (collider != null) { this.ceneter = collider.center; this.size = collider.size; } }
public override void UnPack(GameObject target) { BaseBuilding building = target.GetComponentInParent <BaseBuilding>(); if (building != null) { CheckForCollisionCondition condition = (CheckForCollisionCondition)building.CreateCondition(name, SocketPositionAnchor.Center, typeof(CheckForCollisionCondition)); BoxCollider collider = condition.GetComponent <BoxCollider>(); if (collider != null) { collider.center = (Vector3)this.ceneter; collider.size = (Vector3)this.size; } condition.transform.localPosition = (Vector3)position; condition.transform.localScale = (Vector3)scale; condition.transform.localRotation = (Quaternion)rotation; condition.allowedTags = this.allowedTags; } }