public static T Damage <T> (this T danmakus, DynamicInt damage) where T : class, IEnumerable <Danmaku> { if (danmakus == null) { return(null); } var arrayTest = danmakus as Danmaku[]; if (arrayTest != null) { for (int i = 0; i < arrayTest.Length; i++) { Danmaku danmaku = arrayTest[i]; if (danmaku != null) { danmaku.Damage = damage.Value; } } } else { foreach (var danmaku in danmakus) { if (danmaku != null) { danmaku.Damage = damage.Value; } } } return(danmakus); }
public static Danmaku[] GetInactive(FireData data, DynamicInt count) { if (danmakuPool == null) { new GameObject("Danmaku Game Controller").AddComponent <DanmakuGameController>(); } if (data == null) { throw new System.ArgumentNullException(); } Danmaku[] danmakus = new Danmaku[count]; danmakuPool.Get(danmakus); for (int i = 0; i < danmakus.Length; i++) { Danmaku danmaku = danmakus[i]; danmaku.MatchPrefab(data.Prefab); danmaku.position.x = data.Position.x; danmaku.position.y = data.Position.y; danmaku.Rotation = data.Rotation.Value; danmaku.Speed = data.Speed.Value; danmaku.AngularSpeed = data.AngularSpeed.Value; danmaku.AddController(data.Controller); danmaku.Damage = data.Damage.Value; } return(danmakus); }
public override bool Equals(object obj) { if (obj is DynamicInt) { DynamicInt df = (DynamicInt)obj; return(df == this); } return(false); }
public static Danmaku[] GetInactive(DynamicInt count) { if (danmakuPool == null) { new GameObject("Danmaku Game Controller").AddComponent <DanmakuGameController>(); } Danmaku[] array = new Danmaku[count]; danmakuPool.Get(array); return(array); }
public void Copy(FireData other) { Prefab = other.Prefab; Field = other.Field; Position = other.Position; Rotation = other.Rotation; Speed = other.Speed; AngularSpeed = other.AngularSpeed; Controller = other.Controller; Damage = other.Damage; Group = other.Group; }
public static Danmaku[] GetInactive(Vector2 position, DynamicFloat rotation, DynamicInt count) { if (danmakuPool == null) { new GameObject("Danmaku Game Controller").AddComponent <DanmakuGameController>(); } Danmaku[] array = new Danmaku[count]; GetInactive(position, rotation, array); danmakuPool.Get(array); for (int i = 0; i < array.Length; i++) { Danmaku danmaku = array[i]; danmaku.position.x = position.x; danmaku.position.y = position.y; danmaku.Rotation = rotation.Value; } return(array); }
public FireBuilder WithDamage(int min, int max) { Damage = new DynamicInt(min, max); return(this); }
public FireBuilder WithDamage(DynamicInt damage) { Damage = damage; return(this); }