public void ExplodePartial( GameObject obj, Vector3 shotDir, Vector3 hitPosition, float bulletSize, ExploderObject.OnExplosion callback) { if (Object.op_Inequality((Object)obj, (Object)null)) { long num = this.crackManager.ExplodePartial(obj, shotDir, hitPosition, bulletSize); if (callback == null) { return; } callback((float)num, ExploderObject.ExplosionState.ExplosionFinished); } else { long num = this.crackManager.ExplodeAll(); if (callback == null) { return; } callback((float)num, ExploderObject.ExplosionState.ExplosionFinished); } }
public void Explode(ExploderObject.OnExplosion callback) { var settings = new ExploderSettings { Position = ExploderUtils.GetCentroid(exploder.gameObject), DontUseTag = exploder.DontUseTag, Radius = exploder.Radius, ForceVector = exploder.ForceVector, UseForceVector = exploder.UseForceVector, Force = exploder.Force, FrameBudget = exploder.FrameBudget, TargetFragments = exploder.TargetFragments, DeactivateOptions = exploder.DeactivateOptions, DeactivateTimeout = exploder.DeactivateTimeout, MeshColliders = exploder.MeshColliders, ExplodeSelf = exploder.ExplodeSelf, HideSelf = exploder.HideSelf, DestroyOriginalObject = exploder.DestroyOriginalObject, ExplodeFragments = exploder.ExplodeFragments, SplitMeshIslands = exploder.SplitMeshIslands, FragmentOptions = exploder.FragmentOptions.Clone(), Callback = callback, processing = false, }; queue.Enqueue(settings); ProcessQueue(); }
public void Enqueue( ExploderObject exploderObject, ExploderObject.OnExplosion callback, bool crack, params GameObject[] obj) { this.queue.Enqueue(exploderObject, callback, crack, obj); }
public void ExplodePartial( GameObject obj, Vector3 shotDir, Vector3 hitPosition, float bulletSize, ExploderObject.OnExplosion callback) { this.core.ExplodePartial(obj, shotDir, hitPosition, bulletSize, callback); }
public void Enqueue(ExploderObject.OnExplosion callback, GameObject obj) { var settings = new ExploderSettings(exploder) { Callback = callback, Target = obj, processing = false }; queue.Enqueue(settings); ProcessQueue(); }
public void Enqueue(ExploderObject exploderObject, ExploderObject.OnExplosion callback, bool crack, params GameObject[] target) { var settings = new ExploderParams(exploderObject) { Callback = callback, Targets = target, Crack = crack, processing = false }; queue.Enqueue(settings); ProcessQueue(); }
public void Enqueue( ExploderObject exploderObject, ExploderObject.OnExplosion callback, bool crack, params GameObject[] target) { this.queue.Enqueue(new ExploderParams(exploderObject) { Callback = callback, Targets = target, Crack = crack, processing = false }); this.ProcessQueue(); }
public void EnqueuePartialExplosion(ExploderObject exploderObject, ExploderObject.OnExplosion callback, GameObject target, Vector3 shotDir, Vector3 hitPosition, float bulletSize) { var settings = new ExploderParams(exploderObject) { Callback = callback, Target = target, HitPosition = hitPosition, BulletSize = bulletSize, PartialExplosion = true, ShotDir = shotDir, processing = false, }; queue.Enqueue(settings); ProcessQueue(); }
public void ExplodeCracked(GameObject obj, ExploderObject.OnExplosion callback) { if (Object.op_Inequality((Object)obj, (Object)null)) { long num = this.crackManager.Explode(obj); if (callback == null) { return; } callback((float)num, ExploderObject.ExplosionState.ExplosionFinished); } else { long num = this.crackManager.ExplodeAll(); if (callback == null) { return; } callback((float)num, ExploderObject.ExplosionState.ExplosionFinished); } }
public void ExplodeCracked(GameObject obj, ExploderObject.OnExplosion callback) { if (obj != null) { var ms = crackManager.Explode(obj); if (callback != null) { callback(ms, ExploderObject.ExplosionState.ExplosionFinished); } } else { var ms = crackManager.ExplodeAll(); if (callback != null) { callback(ms, ExploderObject.ExplosionState.ExplosionFinished); } } }
public void Enqueue(ExploderObject exploderObject, ExploderObject.OnExplosion callback, GameObject obj, Vector3 shotDir, Vector3 hitPosition, float bulletSize) { }
public void Enqueue(ExploderObject exploderObject, ExploderObject.OnExplosion callback, GameObject obj, bool crack) { queue.Enqueue(exploderObject, callback, obj, crack); }
public void ExplodePartial(GameObject obj, Vector3 shotDir, Vector3 hitPosition, float bulletSize, ExploderObject.OnExplosion callback) { if (obj != null) { var ms = crackManager.ExplodePartial(obj, shotDir, hitPosition, bulletSize); if (callback != null) { callback(ms, ExploderObject.ExplosionState.ExplosionFinished); } } else { var ms = crackManager.ExplodeAll(); if (callback != null) { callback(ms, ExploderObject.ExplosionState.ExplosionFinished); } } }
public void ExplodeCracked(GameObject obj, ExploderObject.OnExplosion callback) { this.core.ExplodeCracked(obj, callback); }
public void ExplodeCracked(ExploderObject.OnExplosion callback) { this.ExplodeCracked((GameObject)null, callback); }
public void ExplodeObject(GameObject obj, ExploderObject.OnExplosion callback) { this.core.Enqueue(this, callback, false, obj); }
public void CrackRadius(ExploderObject.OnExplosion callback) { this.core.Enqueue(this, callback, true, (GameObject[])null); }
public void ExplodeObjects(ExploderObject.OnExplosion callback, params GameObject[] objects) { this.core.Enqueue(this, callback, false, objects); }