private void SpawnCutTree() { if (this.cut) { return; } this.cut = UnityEngine.Object.Instantiate <GameObject>(this.NetworkPrefab, base.transform.position, base.transform.rotation); TreeHealth component = this.cut.GetComponent <TreeHealth>(); component.LodEntity = base.entity; component.SetLodBase(this.lod); this.cut_chunks = (from x in this.cut.GetComponentsInChildren <TreeCutChunk>() orderby int.Parse(x.transform.parent.gameObject.name) select x).ToArray <TreeCutChunk>(); }
private void CutDownExplosion() { if (BoltNetwork.isRunning) { return; } this.Trunk = (GameObject)UnityEngine.Object.Instantiate(this.Trunk, base.transform.position, base.transform.rotation); if (!this.dontScaleTrunk) { this.Trunk.transform.localScale = base.transform.localScale; } TreeHealth component = this.Trunk.GetComponent <TreeHealth>(); component.destroyCutChunks(); component.SetLodBase(this.LodTree); component.CutDown(); UnityEngine.Object.Destroy(base.gameObject); }
public void DoSpawnCutTree() { if (BoltNetwork.isRunning) { return; } EventInstance windEvent = TreeWindSfx.BeginTransfer(base.transform); this.Trunk = (GameObject)UnityEngine.Object.Instantiate(this.Trunk, base.transform.position, base.transform.rotation); if (!this.dontScaleTrunk) { this.Trunk.transform.localScale = base.transform.localScale; } TreeHealth component = this.Trunk.GetComponent <TreeHealth>(); component.SetLodBase(this.LodTree); UnityEngine.Object.Destroy(base.gameObject); PrefabId log = BoltPrefabs.Log; TreeWindSfx.CompleteTransfer(this.Trunk.transform, windEvent); }