public CheckForTerrain_BlueprintData(CheckForTerrainCondition condition) { this.name = condition.transform.name; this.position = condition.transform.localPosition; this.rotation = condition.transform.rotation; this.scale = condition.transform.localScale; this.distance = condition.distance; this.detectionMethod = condition.detectionMethod; }
public override void UnPack(GameObject target) { BaseBuilding building = target.GetComponentInParent <BaseBuilding>(); if (building != null) { CheckForTerrainCondition condition = (CheckForTerrainCondition)building.CreateCondition(name, SocketPositionAnchor.Center, typeof(CheckForTerrainCondition)); condition.transform.localPosition = (Vector3)position; condition.transform.localScale = (Vector3)scale; condition.transform.localRotation = (Quaternion)rotation; condition.distance = this.distance; condition.detectionMethod = this.detectionMethod; } }