private void prefabSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e) { this.isCollisionEnter = true; if (!this.isIn && this.FadeOutAfterCollision) { base.Invoke("SetupFadeOutDelay", this.FadeOutDelay); } }
public void OnCollisionHandler(UpdateRankCollisionInfo e) { for (int i = 0; i < this.lastActiveIndex; i++) { base.Invoke("SetGoActive", this.active_value[i]); } for (int j = 0; j < this.lastInactiveIndex; j++) { base.Invoke("SetGoInactive", this.inactive_value[j]); } EventHandler <UpdateRankCollisionInfo> collisionEnter = this.CollisionEnter; if (collisionEnter != null) { collisionEnter(this, e); } if ((this.InstanceBehaviour == DeactivationEnum.Deactivate) && !this.deactivatedIsWait) { this.deactivatedIsWait = true; base.Invoke("Deactivate", this.DeactivateTimeDelay); } }
private void effectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e) { Vector3 normalized = (this.tRoot.position + (Vector3.Normalize(e.Hit.point - this.tRoot.position) * (this.effectSettings.MoveDistance + 1f))).normalized; base.transform.position = e.Hit.point - (normalized * this.OffsetPosition); }
private void EffectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e) { this.canUpdate = false; }
private void prefabSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e) { this.isCollisionEnter = true; this.canUpdate = true; }
private void effectSettings_CollisionEnter(object sender, UpdateRankCollisionInfo e) { base.transform.LookAt(this.effectSettings.transform.position + e.Hit.normal); }