void OnTriggerEnter2D(Collider2D collider) { if (!NetworkServer.active) { return; } if (collider.gameObject.layer != Layers.players) { var pooledObject = PooledObject.Get(collider.gameObject); if (pooledObject != null) { pooledObject.Release(); } else { Destroy(collider.gameObject); } return; } float time; if (timeOfDeath.TryGetValue(collider.gameObject, out time)) { if (time + ignoreDeathTime > Time.time) { return; } } timeOfDeath[collider.gameObject] = Time.time; GameController.Instance.Die(collider.gameObject); }
public void CmdCancelFireball(bool onPurpose) { if (onPurpose) { return; } if (chargingFireball != null) { PooledObject.Get(chargingFireball).Release(); } }
/// Destroy the object this is attached to. If it is /// in an object pool, release it instead of destroying it. public void DestroyObject() { var pooledObject = PooledObject.Get(gameObject); if (pooledObject != null) { pooledObject.Release(); } else { Destroy(gameObject); } }
void Awake() { pooled = PooledObject.Get(gameObject); }
void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); pooled = PooledObject.Get(gameObject); }
void Awake() { pooled = PooledObject.Get(gameObject); state = State.Charging; spriteRenderer = transform.Find("FireBall").GetComponent <SpriteRenderer>(); }
void Start() { pooled = PooledObject.Get(gameObject); Reinit(); }