void OnTriggerEnter(Collider other) { if (enabled) { SpawnField field = other.GetComponent <SpawnField>(); if (field != null && other.CompareTag(spawnAreaTag)) { Vector3 position = field.AlignPosition(transform.position); Quaternion rotation = field.AlignRotation(transform.up); #pragma warning disable CS0219 //#pragma warning disable CS1692 GameObject newObject = Instantiate( objPrefab.constValue, position, rotation, null ) as GameObject; #pragma warning restore MortalityHandler.Kill(gameObject); } } }
void Update() { if (Time.time > startTime + timeOutDelay.constValue) { MortalityHandler.Kill(gameObject); } }
private void OnTriggerEnter(Collider other) { MortalityHandler.Kill(gameObject); countVariable.value--; if (countVariable.value == 0) { lastOneEvent.Invoke(); } }
private void Update() { if (Time.time > startTime + delay.constValue) { if (!keepRetrying.constValue) { this.enabled = false; } MortalityHandler.Kill(gameObject); } }
public void RefreshStatus() { int remainingCount = pickupCount.constValue; bool opened = remainingCount == 0; // Toggle which door is opened openedObject.SetActive(opened); closedObject.SetActive(!opened); // Manage trails if (trails == null) { trails = new List <GameObject>(); } while (remainingCount != trails.Count) { if (remainingCount < trails.Count) { // We have too many GameObject marked = trails[0]; trails.RemoveAt(0); MortalityHandler.Kill(marked); } else { GameObject newTrail = Instantiate( trailPrafab.constValue, transform.position, transform.rotation, transform ) as GameObject; trails.Add(newTrail); } } }