示例#1
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        public InstanceParameters(SlowSpawn SlowSpawn, int Index)
        {
            this.Index = Index;
            this.Layer = SlowSpawn.gameObject.layer;
            Vector4 slowSpawn = SlowSpawn.ps[Index];

            this.Position.x = slowSpawn.x;
            this.Position.y = slowSpawn.y;
            this.Position.z = slowSpawn.z;
            float single  = slowSpawn.w;
            float single1 = single;

            this.Scale.z = single;
            float single2 = single1;

            single1             = single2;
            this.Scale.y        = single2;
            this.Scale.x        = single1;
            this.Rotation       = SlowSpawn.r[Index];
            this.Mesh           = SlowSpawn.meshes[SlowSpawn.meshIndex[Index]];
            this.SharedMaterial = SlowSpawn.sharedMaterial;
        }
示例#2
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 private SlowSpawn.SpawnFlags AddTo(GameObject go, SlowSpawn.SpawnFlags spawnFlags, bool safe)
 {
     SlowSpawn.SpawnFlags spawnFlag = (SlowSpawn.SpawnFlags)0;
     if ((spawnFlags & SlowSpawn.SpawnFlags.MeshFilter) == SlowSpawn.SpawnFlags.MeshFilter && (safe || !go.GetComponent<MeshFilter>()))
     {
         spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.MeshFilter;
         this.AddMeshFilter(go);
     }
     if ((spawnFlags & SlowSpawn.SpawnFlags.Renderer) == SlowSpawn.SpawnFlags.Renderer && (safe || !go.renderer))
     {
         spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.Renderer;
         this.AddRenderer(go);
     }
     if ((spawnFlags & SlowSpawn.SpawnFlags.Collider) == SlowSpawn.SpawnFlags.Collider && (safe || !go.collider))
     {
         spawnFlag = spawnFlag | SlowSpawn.SpawnFlags.Collider;
         this.AddCollider(go);
     }
     return spawnFlag;
 }
示例#3
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 public GameObject Spawn(SlowSpawn.SpawnFlags spawnFlags = 7, UnityEngine.HideFlags HideFlags = 9)
 {
     GameObject gameObject = new GameObject(string.Empty)
     {
         hideFlags = HideFlags,
         layer = this.Layer
     };
     gameObject.transform.position = this.Position;
     gameObject.transform.rotation = this.Rotation;
     GameObject gameObject1 = gameObject;
     this.AddTo(gameObject1, spawnFlags, true);
     return gameObject1;
 }
示例#4
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 public SlowSpawn.SpawnFlags AddTo(GameObject go, SlowSpawn.SpawnFlags spawnFlags = 7)
 {
     return this.AddTo(go, spawnFlags, false);
 }
示例#5
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 public InstanceParameters(SlowSpawn SlowSpawn, int Index)
 {
     this.Index = Index;
     this.Layer = SlowSpawn.gameObject.layer;
     Vector4 slowSpawn = SlowSpawn.ps[Index];
     this.Position.x = slowSpawn.x;
     this.Position.y = slowSpawn.y;
     this.Position.z = slowSpawn.z;
     float single = slowSpawn.w;
     float single1 = single;
     this.Scale.z = single;
     float single2 = single1;
     single1 = single2;
     this.Scale.y = single2;
     this.Scale.x = single1;
     this.Rotation = SlowSpawn.r[Index];
     this.Mesh = SlowSpawn.meshes[SlowSpawn.meshIndex[Index]];
     this.SharedMaterial = SlowSpawn.sharedMaterial;
 }
示例#6
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 public IEnumerable<GameObject> SpawnAll(SlowSpawn.SpawnFlags SpawnFlags = 7, UnityEngine.HideFlags HideFlags = 9)
 {
     SlowSpawn.<SpawnAll>c__Iterator3A variable = null;
     return variable;
 }