public void RemoveQuakeUnit(AtQuakeUnit.Stock effectQuakeStock) { for (int i = 0; i < m_lstEffectAtQuakes.Count; i++) { AtQuakeUnit.Stock quakeStock = m_lstEffectAtQuakes[i]; if (quakeStock.Name == effectQuakeStock.Name) { m_lstEffectAtQuakes.Remove(quakeStock); return; } } }
private void ProcessQuakeUnit() { m_quake = Vector3.zero; for (int i = 0; i < m_lstEffectAtQuakes.Count; i++) { AtQuakeUnit.Stock effectAtQuakeStock = m_lstEffectAtQuakes[i]; if (effectAtQuakeStock.Power > 0) { m_quake += effectAtQuakeStock.Direction * effectAtQuakeStock.Power; } } }
public void SetQuakeUnit(AtQuakeUnit.Stock effectQuakeStock) { for (int i = 0; i < m_lstEffectAtQuakes.Count; i++) { AtQuakeUnit.Stock quakeStock = m_lstEffectAtQuakes[i]; if (quakeStock.Name == effectQuakeStock.Name) { return; } } m_lstEffectAtQuakes.Add(effectQuakeStock); }