private void CreateFishes() { int num = 0; while (num < this.m_FishCount && this.m_Fishes.Count < this.m_CurrentFishesCount) { Vector3 randomPointInTankSpace = this.GetRandomPointInTankSpace(true, 0.5f); GameObject gameObject = (this.m_Prefabs.Count <= 0) ? null : this.m_Prefabs[UnityEngine.Random.Range(0, this.m_Prefabs.Count)]; GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject, randomPointInTankSpace, Quaternion.identity); gameObject2.transform.localScale *= UnityEngine.Random.Range(this.m_MinScale, this.m_MaxScale); Fish component = gameObject2.GetComponent <Fish>(); component.enabled = true; component.SetTank(this); component.SetPrefab(gameObject); this.m_Fishes.Add(component); Collider component2 = component.GetComponent <Collider>(); Physics.IgnoreCollision(Player.Get().GetComponent <Collider>(), component2, true); num++; } }
private void CreateFishes() { int num = 0; while (num < this.m_FishCount && this.m_Fishes.Count < this.m_CurrentFishesCount) { Vector3 randomPointInTankSpace = this.GetRandomPointInTankSpace(); GameObject gameObject = (this.m_Prefabs.Count > 0) ? this.m_Prefabs[UnityEngine.Random.Range(0, this.m_Prefabs.Count)] : null; AI component = gameObject.GetComponent <AI>(); if (!(component != null) || DifficultySettings.IsAIIDEnabled(component.m_ID)) { GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject, randomPointInTankSpace, Quaternion.identity); gameObject2.transform.localScale *= UnityEngine.Random.Range(this.m_MinScale, this.m_MaxScale); Fish component2 = gameObject2.GetComponent <Fish>(); component2.enabled = true; component2.SetTank(this); component2.SetPrefab(gameObject); this.m_Fishes.Add(component2); Collider component3 = component2.GetComponent <Collider>(); Physics.IgnoreCollision(Player.Get().m_Collider, component3, !component2.IsStringray()); } num++; } }