internal void CleanUp() { RegisterMyGridEvents(false); foreach (var grid in SubGrids) { if (grid == MyGrid) { continue; } RemSubGrids.Add(grid); } AddSubGrids.Clear(); SubGridChanges(); SubGrids.Clear(); Obstructions.Clear(); TargetAis.Clear(); EntitiesInRange.Clear(); Batteries.Clear(); Targets.Clear(); SortedTargets.Clear(); BlockGroups.Clear(); Weapons.Clear(); WeaponsIdx.Clear(); WeaponBase.Clear(); AmmoInventories.Clear(); Inventories.Clear(); LiveProjectile.Clear(); DeadProjectiles.Clear(); ControllingPlayers.Clear(); SourceCount = 0; BlockCount = 0; MyOwner = 0; PointDefense = false; FadeOut = false; SupressMouseShoot = false; OverPowered = false; UpdatePowerSources = false; AvailablePowerChanged = false; PowerIncrease = false; RequestedPowerChanged = false; RequestIncrease = false; DbReady = false; Focus.Clean(); MyShieldTmp = null; MyShield = null; MyPlanetTmp = null; MyPlanet = null; TerminalSystem = null; LastWeaponTerminal = null; LastTerminal = null; PowerDistributor = null; }
public void Launch(Transform actionPoint, Weapon fromWeapon, float initialLaunchForce) { if (Launched || IsLive) { return; //can't launch if we've already launched } //freeze the projectile worlditem.SetMode(WIMode.Hidden); //disable the arrow's collider - we're not depending on it for collisions any more worlditem.ActiveState = WIActiveState.Invisible; worlditem.ActiveStateLocked = true; transform.position = actionPoint.position; transform.rotation = actionPoint.rotation; //add the live projectile LiveUpdater = gameObject.AddComponent <LiveProjectile>(); LiveUpdater.Initialize(this, actionPoint, fromWeapon, initialLaunchForce); //we're a go! enabled = true; Launched = true; }
internal void CleanUp() { AiCloseTick = Session.Tick; MyGrid.Components.Remove <AiComponent>(); for (int i = 0; i < MIds.Length; i++) { MIds[i] = 0; } if (Session.IsClient) { Session.SendUpdateRequest(MyGrid.EntityId, PacketType.ClientAiRemove); } Data.Repo.ControllingPlayers.Clear(); Data.Repo.ActiveTerminal = 0; CleanSortedTargets(); Construct.Clean(); Obstructions.Clear(); ObstructionsTmp.Clear(); TargetAis.Clear(); TargetAisTmp.Clear(); EntitiesInRange.Clear(); Batteries.Clear(); Targets.Clear(); Weapons.Clear(); WeaponsIdx.Clear(); WeaponBase.Clear(); LiveProjectile.Clear(); DeadProjectiles.Clear(); NearByShieldsTmp.Clear(); NearByFriendlyShields.Clear(); StaticsInRange.Clear(); StaticsInRangeTmp.Clear(); TestShields.Clear(); NewEntities.Clear(); SubGridsRegistered.Clear(); SourceCount = 0; BlockCount = 0; AiOwner = 0; ProjectileTicker = 0; NearByEntities = 0; NearByEntitiesTmp = 0; MyProjectiles = 0; AccelChecked = false; PointDefense = false; FadeOut = false; SuppressMouseShoot = false; OverPowered = false; UpdatePowerSources = false; AvailablePowerChanged = false; PowerIncrease = false; RequestedPowerChanged = false; RequestIncrease = false; DbReady = false; GridInit = false; TouchingWater = false; Data.Clean(); MyShield = null; MyPlanetTmp = null; MyPlanet = null; TerminalSystem = null; LastTerminal = null; PowerDistributor = null; PowerBlock = null; MyGrid = null; PowerDistributor = null; Session = null; Closed = true; CanShoot = true; Version++; }