示例#1
0
 public void OnEnable()
 {
     m_currPosition   = transform.position;
     m_prevPosition   = transform.position;
     m_linearVelocity = Vector3.zero;
     BoingManager.Register(this);
 }
        private void DoPump()
        {
            BoingManager.RestoreBehaviors();
            BoingManager.RestoreReactors();
            BoingManager.RestoreBones();

            // do this post-render so we have one frame to finish compute dispatches
            BoingManager.DispatchReactorFieldCompute();
        }
        private void FixedUpdate()
        {
            if (TryDestroyDuplicate())
            {
                return;
            }

            BoingManager.FixedUpdate();
        }
示例#4
0
        public void LateUpdate()
        {
            if (BoingManager.s_managerGo != gameObject)
            {
                // so reimporting scripts don't build up duplicate update pumps
                Destroy(gameObject);
                return;
            }

            BoingManager.LateUpdate();
        }
        private void LateUpdate()
        {
            if (TryDestroyDuplicate())
            {
                return;
            }

            BoingManager.Execute(BoingManager.UpdateTiming.Late);

            BoingManager.PullBehaviorResults(BoingManager.UpdateTiming.Late);
            BoingManager.PullReactorResults(BoingManager.UpdateTiming.Late);
            BoingManager.PullBonesResults(BoingManager.UpdateTiming.Late); // pull bones results last, so bone transforms don't inherit parent transform delta
        }
示例#6
0
 protected override void Unregister()
 {
     BoingManager.Unregister(this);
 }
示例#7
0
 protected override void Register()
 {
     BoingManager.Register(this);
 }
示例#8
0
 protected virtual void Unregister()
 {
     BoingManager.Unregister(this);
 }
示例#9
0
 protected virtual void Register()
 {
     BoingManager.Register(this);
 }
示例#10
0
 public void OnDisable()
 {
     BoingManager.Unregister(this);
 }
 public void OnEnable()
 {
     BoingManager.Register(this);
 }