/// <summary> /// /// </summary> internal static void DisposeStates() { Default.Dispose(); Readonly.Dispose(); None.Dispose(); LightMark.Dispose(); LightPass.Dispose(); Sky.Dispose(); }
public void MarkEnemy(Enemy enemy) { if (oldMarkedEnemies.Contains(enemy)) { return; } markedEnemies.Add(enemy); GameObject mark = Instantiate(markPrefab, enemy.transform.position, Quaternion.identity); LightMark lightMark = mark.GetComponent <LightMark>(); lightMark.currentEnemy = enemy; marks.Add(lightMark); }