private void Awake() { rigidbody = GetComponent <Rigidbody>(); renderer = GetComponent <Renderer>(); minimap = GetComponent <MinimapObject>(); hasRigidbody = rigidbody != null; gameObject.layer = LayerMask.NameToLayer("Object"); GetComponentsInChildren(colliders); colliders.RemoveAll(c => c.isTrigger); }
protected override PoolableIndicator GetPoolable(MinimapObject minimapObject) { return(_IndicatorPool.Get() as PoolableIndicator); }