public void SparseUpdate() { // GeneratorHerd should clean up if (gameObject == null) { return; } Bounds = GetBounds(); if (Config.FloatUp) { Vector3 size = Bounds.size; Vector3 center = Bounds.center; float bottom; if (Config.WorldIsAR) { // See if it's right! bottom = center[2] - size[2] / 2; } else { bottom = center[1] - size[1] / 2; } if (bottom > 0.0f) { bottom = 0.0f; } floatUp.Set(-bottom); } }
void OnValue(string key, float value) { if (lsys == null) { return; } Touch(); if (key == velValueKey) { velocityValueFilter.Set(value); } if (key == speedValueKey) { speedValueFilter.Set(value); } }