public void Clear() { this._animation = null; this._animator = null; this._particles.Clear(); this._projectors.Clear(); this._weaponTail = null; }
public void InitComponent(Transform t, bool import) { this._animation = t.GetComponentInChildren <Animation>(); this._animator = t.GetComponentInChildren <Animator>(); this._particles.Clear(); t.GetComponentsInChildren <ParticleSystem>(false, this._particles); this._projectors.Clear(); t.GetComponentsInChildren <Projector>(true, this._projectors); if (!import && XFxMgr.MaxParticleCount >= 0 && this._particles.Count > XFxMgr.MaxParticleCount) { for (int i = this._particles.Count - 1; i >= XFxMgr.MaxParticleCount; i--) { UnityEngine.Object.Destroy(this._particles[i].gameObject); } this._particles.RemoveRange(XFxMgr.MaxParticleCount, this._particles.Count - XFxMgr.MaxParticleCount); } for (int j = 0; j < this._particles.Count; j++) { this.PrePlayParticle(this._particles[j], XSingleton <XFxMgr> .singleton.CameraLayerMask); } this._weaponTail = t.GetComponentInChildren <IWeaponTail>(); }