UnityEngine.Object.Destroy(UnityEngine.Object)

Here are the examples of the csharp api UnityEngine.Object.Destroy(UnityEngine.Object) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

568 Examples 7

19 Source : UISlotBase.cs
with Apache License 2.0
from 365082218

public virtual void OnEndDrag(PointerEventData eventData)
		{
			// Check if a drag was initialized at all
			if (!this.m_DragHasBegan)
				return;
			
			// Reset the drag begin bool
			this.m_DragHasBegan = false;
			
			// Destroy the dragged icon object
			if (this.m_CurrentDraggedObject != null)
			{
				Destroy(this.m_CurrentDraggedObject);
			}
			
			// Reset the variables
			this.m_CurrentDraggedObject = null;
			this.m_CurrentDraggingPlane = null;
			
			// Use the event
			eventData.Use();
			
			// Check if we are returning the icon to the same slot
			// By checking if the slot is highlighted
			if (this.IsHighlighted(eventData))
				return;
			
			// Check if no drop was preformed
			if (!this.m_DropPreformed)
			{
				// Try to throw away the replacedigned content
				this.OnThrowAway();
			}
			else
			{
				// Reset the drop preformed variable
				this.m_DropPreformed = false;
			}
		}

19 Source : UISelectField.cs
with Apache License 2.0
from 365082218

protected virtual void ListCleanup()
		{
			if (this.m_ListObject != null)
				Destroy(this.m_ListObject);
			
			this.m_OptionObjects.Clear();
		}

19 Source : UISliderExtended.cs
with Apache License 2.0
from 365082218

protected void ValidateOptions()
		{
			if (!this.IsActive())
				return;
			
			if (!this.HasOptions())
			{
				// Destroy the options container if we have one
				if (this.m_OptionsContGameObject != null)
				{
					if (Application.isPlaying)
						Destroy(this.m_OptionsContGameObject);
					else
						DestroyImmediate(this.m_OptionsContGameObject);
				}
				return;
			}
			
			// Make sure we have the options container
			if (this.m_OptionsContGameObject == null)
				this.CreateOptionsContainer();
			
			// Make sure we use whole numbers when using options
			if (!this.wholeNumbers)
				this.wholeNumbers = true;
			
			// Make sure the max value is the options count, when using options
			this.minValue = 0f;
			this.maxValue = ((float)this.m_Options.Count - 1f);
			
			// Update the grid properties
			this.UpdateGridProperties();
			
			// Update the options properties
			this.UpdateOptionsProperties();
		}

19 Source : UISliderExtended.cs
with Apache License 2.0
from 365082218

public void RebuildTextEffects()
		{
			// Loop through the options
			foreach (GameObject optionObject in this.m_OptionGameObjects)
			{
				Text text = optionObject.GetComponentInChildren<Text>();
				
				if (text != null)
				{
					Shadow s = text.gameObject.GetComponent<Shadow>();
					Outline o = text.gameObject.GetComponent<Outline>();
					
					// Destroy any effect we find
					if (Application.isPlaying)
					{
						if (s != null) Destroy(s);
						if (o != null) Destroy(o);
					}
					else
					{
						if (s != null) DestroyImmediate(s);
						if (o != null) DestroyImmediate(o);
					}
					
					// Re-add the effect
					this.AddTextEffect(text.gameObject);
				}
			}
		}

19 Source : UISliderExtended.cs
with Apache License 2.0
from 365082218

protected void DestroyOptions()
		{
			// Clear out the optins
			foreach (GameObject g in this.m_OptionGameObjects)
			{
				if (Application.isPlaying) Destroy(g);
				else DestroyImmediate(g);
			}
			
			// Clear the list
			this.m_OptionGameObjects.Clear();
		}

19 Source : PostEffectsBase.cs
with Apache License 2.0
from activey

private void RemoveCreatedMaterials ()
        {
            while (createdMaterials.Count > 0)
            {
                Material mat = createdMaterials[0];
                createdMaterials.RemoveAt (0);
#if UNITY_EDITOR
                DestroyImmediate (mat);
#else
                Destroy(mat);
#endif
            }
        }

19 Source : LoadingMapScreen.cs
with GNU General Public License v3.0
from aelariane

protected internal override void Draw()
        {
            Box(screenRect, string.Empty);
            rect.Reset();
            LabelCenter(rect, locale["loadingLbl"], true);
            LabelCenter(rect, locale.Format("loadingProgress", PhotonNetwork.player.CurrentLevel.Length.ToString(), PhotonNetwork.masterClient.CurrentLevel.Length.ToString()), true);
            if (Button(rect, locale["disconnect"], false))
            {
                if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                {
                    PhotonNetwork.Disconnect();
                }
                IN_GAME_MAIN_CAMERA.GameType = GameType.Stop;
                FengGameManagerMKII.FGM.gameStart = false;
                UnityEngine.Object.Destroy(FengGameManagerMKII.FGM);
                Application.LoadLevel("menu");
                DisableImmediate();
            }
            if (PhotonNetwork.player.CurrentLevel.Length >= PhotonNetwork.masterClient.CurrentLevel.Length)
            {
                DisableImmediate();
                RC.CustomLevel.customLevelLoaded = true;
                RC.CustomLevel.SpawnPlayerCustomMap();
                GameLogic.RacingLogic log = FengGameManagerMKII.FGM.logic as GameLogic.RacingLogic;
                if (log != null)
                {
                    if (log.RaceStart)
                    {
                        log.TryDestroyDoors();
                        if (FengGameManagerMKII.Level.Name.StartsWith("Custom-Anarchy"))
                        {
                            if (CustomAnarchyLevel.Instance.Scripts.Count > 0)
                            {
                                foreach (var anarchyScript in CustomAnarchyLevel.Instance.Scripts)
                                {
                                    anarchyScript.Launch();
                                }
                            }
                        }
                    }
                }
            }
        }

19 Source : AnarchyManager.cs
with GNU General Public License v3.0
from aelariane

private IEnumerator OnGameWasOpened()
        {
            var back = new GameObject("TempBackground").AddComponent<BackgroundOnStart>();
            yield return StartCoroutine(Anarchyreplacedets.LoadreplacedetBundle());
            Instantiate(Anarchyreplacedets.Load("UIManager"));
            Instantiate(Anarchyreplacedets.Load("LoadScreen"));
            Destroy(back);
        }

19 Source : PausePanel.cs
with GNU General Public License v3.0
from aelariane

protected override void OnDisable()
        {
            if (activePanel != null)
            {
                activePanel.DisableImmediate();
            }

            activePanel = null;
            pauseStyle = null;
            pauseRect = null;
            if (!AnarchyManager.PauseWindow.IsActive)
            {
                Time.timeScale = 1f;
            }
            Screen.lockCursor = leaving ? false : (IN_GAME_MAIN_CAMERA.CameraMode >= CameraType.TPS);
            Screen.showCursor = leaving;
            IN_GAME_MAIN_CAMERA.isPausing = false;
            InputManager.MenuOn = false;
            if (IN_GAME_MAIN_CAMERA.MainCamera != null && !IN_GAME_MAIN_CAMERA.MainCamera.enabled)
            {
                IN_GAME_MAIN_CAMERA.SpecMov.disable = false;
                IN_GAME_MAIN_CAMERA.Look.disable = false;
            }
            if (leaving)
            {
                if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                {
                    PhotonNetwork.Disconnect();
                }
                IN_GAME_MAIN_CAMERA.GameType = GameType.Stop;
                FengGameManagerMKII.FGM.gameStart = false;
                Object.Destroy(FengGameManagerMKII.FGM);
                Application.LoadLevel("menu");
            }
            if (!leaving)
            {
                Configuration.Settings.Apply();
            }
        }

19 Source : GUIDrawer.cs
with GNU General Public License v3.0
from aelariane

public void Disable()
        {
            if (drawer == null)
            {
                return;
            }
            Object.Destroy(drawer);
            drawer = null;
        }

19 Source : LoadingMapScreen.cs
with GNU General Public License v3.0
from aelariane

protected internal override void Draw()
        {
            Box(screenRect, string.Empty);
            rect.Reset();
            LabelCenter(rect, locale["loadingLbl"], true);
            LabelCenter(rect, locale.Format("loadingProgress", PhotonNetwork.player.CurrentLevel.Length.ToString(), PhotonNetwork.masterClient.CurrentLevel.Length.ToString()), true);
            if(Button(rect, locale["disconnect"], false))
            {
                if (IN_GAME_MAIN_CAMERA.GameType == GameType.Multi)
                {
                    PhotonNetwork.Disconnect();
                }
                IN_GAME_MAIN_CAMERA.GameType = GameType.Stop;
                FengGameManagerMKII.FGM.GameStart = false;
                UnityEngine.Object.Destroy(FengGameManagerMKII.FGM);
                Application.LoadLevel("menu");
                DisableImmediate();
            }
            if(PhotonNetwork.player.CurrentLevel.Length >= PhotonNetwork.masterClient.CurrentLevel.Length)
            {
                DisableImmediate();
                RC.CustomLevel.customLevelLoaded = true;
                if (!FengGameManagerMKII.FGM.NeedChooseSide)
                {
                    if (!PhotonNetwork.player.Isreplacedan)
                    {
                        FengGameManagerMKII.FGM.SpawnPlayer(FengGameManagerMKII.FGM.myLastHero);
                    }
                    else
                    {
                        FengGameManagerMKII.FGM.SpawnNonAIreplacedan("RANDOM");
                    }
                    FengGameManagerMKII.FGM.ShowHUDInfoCenter(string.Empty);
                }                GameLogic.RacingLogic log = FengGameManagerMKII.FGM.Logic as GameLogic.RacingLogic;
                if(log != null)
                {
                    if (log.RaceStart)
                    {
                        log.TryDestroyDoors();
                    }
                }
            }
        }

19 Source : Style.cs
with GNU General Public License v3.0
from aelariane

private void OnGUI()
            {
                if (calls > 3)
                {
                    Destroy(this);
                    return;
                }
                UnityEngine.GUI.skin.customStyles = CustomStyles;
                calls++;
            }

19 Source : LevelTriggerGas.cs
with GNU General Public License v3.0
from aelariane

private void OnTriggerStay(Collider other)
    {
        if (other.gameObject.CompareTag("Player"))
        {
            if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
            {
                other.gameObject.GetComponent<HERO>().FillGas();
                UnityEngine.Object.Destroy(base.gameObject);
            }
            else if (other.gameObject.GetComponent<HERO>().BasePV.IsMine)
            {
                other.gameObject.GetComponent<HERO>().FillGas();
                UnityEngine.Object.Destroy(base.gameObject);
            }
            else
            {
                other.gameObject.GetComponent<HERO>().gasUsageTrack = 0f;
            }
        }
    }

19 Source : HERO_DEAD_BODY_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void init(string aniname, float time, BodyParts part)
    {
        base.animation.Play(aniname);
        base.animation[aniname].normalizedTime = time;
        base.animation[aniname].speed = 0f;
        switch (part)
        {
            case BodyParts.UPPER:
                this.col_upper_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_upper_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_r.GetComponent<CapsuleCollider>().enabled = false;
                UnityEngine.Object.Destroy(this.leg);
                UnityEngine.Object.Destroy(this.hand_l);
                UnityEngine.Object.Destroy(this.hand_r);
                UnityEngine.Object.Destroy(this.blood_lower);
                UnityEngine.Object.Destroy(this.blood_arm_l);
                UnityEngine.Object.Destroy(this.blood_arm_r);
                base.gameObject.GetComponent<HERO_SETUP>().CreateHead();
                base.gameObject.GetComponent<HERO_SETUP>().CreateUpperBody();
                break;

            case BodyParts.ARM_L:
                this.col_upper_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_head.GetComponent<CapsuleCollider>().enabled = false;
                this.col_chest.GetComponent<BoxCollider>().enabled = false;
                UnityEngine.Object.Destroy(this.head);
                UnityEngine.Object.Destroy(this.chest);
                UnityEngine.Object.Destroy(this.leg);
                UnityEngine.Object.Destroy(this.hand_r);
                UnityEngine.Object.Destroy(this.blood_lower);
                UnityEngine.Object.Destroy(this.blood_upper);
                UnityEngine.Object.Destroy(this.blood_upper1);
                UnityEngine.Object.Destroy(this.blood_upper2);
                UnityEngine.Object.Destroy(this.blood_arm_r);
                base.gameObject.GetComponent<HERO_SETUP>().CreateLeftArm();
                break;

            case BodyParts.ARM_R:
                this.col_upper_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_thigh_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_shin_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_head.GetComponent<CapsuleCollider>().enabled = false;
                this.col_chest.GetComponent<BoxCollider>().enabled = false;
                UnityEngine.Object.Destroy(this.head);
                UnityEngine.Object.Destroy(this.chest);
                UnityEngine.Object.Destroy(this.leg);
                UnityEngine.Object.Destroy(this.hand_l);
                UnityEngine.Object.Destroy(this.blood_lower);
                UnityEngine.Object.Destroy(this.blood_upper);
                UnityEngine.Object.Destroy(this.blood_upper1);
                UnityEngine.Object.Destroy(this.blood_upper2);
                UnityEngine.Object.Destroy(this.blood_arm_l);
                base.gameObject.GetComponent<HERO_SETUP>().CreateRightArm();
                break;

            case BodyParts.LOWER:
                this.col_upper_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_l.GetComponent<CapsuleCollider>().enabled = false;
                this.col_upper_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_lower_arm_r.GetComponent<CapsuleCollider>().enabled = false;
                this.col_head.GetComponent<CapsuleCollider>().enabled = false;
                this.col_chest.GetComponent<BoxCollider>().enabled = false;
                UnityEngine.Object.Destroy(this.head);
                UnityEngine.Object.Destroy(this.chest);
                UnityEngine.Object.Destroy(this.hand_l);
                UnityEngine.Object.Destroy(this.hand_r);
                UnityEngine.Object.Destroy(this.blood_upper);
                UnityEngine.Object.Destroy(this.blood_upper1);
                UnityEngine.Object.Destroy(this.blood_upper2);
                UnityEngine.Object.Destroy(this.blood_arm_l);
                UnityEngine.Object.Destroy(this.blood_arm_r);
                base.gameObject.GetComponent<HERO_SETUP>().CreateLowerBody();
                break;
        }
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void Create3DMG()
    {
        UnityEngine.Object.Destroy(this.part_3dmg);
        UnityEngine.Object.Destroy(this.part_3dmg_belt);
        UnityEngine.Object.Destroy(this.part_3dmg_gas_l);
        UnityEngine.Object.Destroy(this.part_3dmg_gas_r);
        UnityEngine.Object.Destroy(this.part_blade_l);
        UnityEngine.Object.Destroy(this.part_blade_r);
        if (this.myCostume.mesh_3dmg.Length > 0)
        {
            this.part_3dmg = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg));
            this.part_3dmg.transform.position = this.mount_3dmg.transform.position;
            this.part_3dmg.transform.rotation = this.mount_3dmg.transform.rotation;
            this.part_3dmg.transform.parent = this.mount_3dmg.transform.parent;
            this.part_3dmg.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
        }
        if (this.myCostume.mesh_3dmg_belt.Length > 0)
        {
            this.part_3dmg_belt = this.GenerateCloth(this.reference, "Character/" + this.myCostume.mesh_3dmg_belt);
            this.part_3dmg_belt.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
        }
        if (this.myCostume.mesh_3dmg_gas_l.Length > 0)
        {
            this.part_3dmg_gas_l = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg_gas_l));
            if (this.myCostume.uniform_type != UNIFORM_TYPE.CasualAHSS)
            {
                this.part_3dmg_gas_l.transform.position = this.mount_3dmg_gas_l.transform.position;
                this.part_3dmg_gas_l.transform.rotation = this.mount_3dmg_gas_l.transform.rotation;
                this.part_3dmg_gas_l.transform.parent = this.mount_3dmg_gas_l.transform.parent;
            }
            else
            {
                this.part_3dmg_gas_l.transform.position = this.mount_3dmg_gun_mag_l.transform.position;
                this.part_3dmg_gas_l.transform.rotation = this.mount_3dmg_gun_mag_l.transform.rotation;
                this.part_3dmg_gas_l.transform.parent = this.mount_3dmg_gun_mag_l.transform.parent;
            }
            this.part_3dmg_gas_l.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
        }
        if (this.myCostume.mesh_3dmg_gas_r.Length > 0)
        {
            this.part_3dmg_gas_r = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.mesh_3dmg_gas_r));
            if (this.myCostume.uniform_type != UNIFORM_TYPE.CasualAHSS)
            {
                this.part_3dmg_gas_r.transform.position = this.mount_3dmg_gas_r.transform.position;
                this.part_3dmg_gas_r.transform.rotation = this.mount_3dmg_gas_r.transform.rotation;
                this.part_3dmg_gas_r.transform.parent = this.mount_3dmg_gas_r.transform.parent;
            }
            else
            {
                this.part_3dmg_gas_r.transform.position = this.mount_3dmg_gun_mag_r.transform.position;
                this.part_3dmg_gas_r.transform.rotation = this.mount_3dmg_gun_mag_r.transform.rotation;
                this.part_3dmg_gas_r.transform.parent = this.mount_3dmg_gun_mag_r.transform.parent;
            }
            this.part_3dmg_gas_r.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
        }
        if (this.myCostume.weapon_l_mesh.Length > 0)
        {
            this.part_blade_l = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.weapon_l_mesh));
            this.part_blade_l.transform.position = this.mount_weapon_l.transform.position;
            this.part_blade_l.transform.rotation = this.mount_weapon_l.transform.rotation;
            this.part_blade_l.transform.parent = this.mount_weapon_l.transform.parent;
            this.part_blade_l.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
            if (this.part_blade_l.transform.Find("X-WeaponTrailA"))
            {
                this.part_blade_l.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>().Deactivate();
                this.part_blade_l.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>().Deactivate();
                if (base.gameObject.GetComponent<HERO>())
                {
                    base.gameObject.GetComponent<HERO>().leftbladetrail = this.part_blade_l.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>();
                    base.gameObject.GetComponent<HERO>().leftbladetrail2 = this.part_blade_l.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>();
                }
            }
        }
        if (this.myCostume.weapon_r_mesh.Length > 0)
        {
            this.part_blade_r = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.weapon_r_mesh));
            this.part_blade_r.transform.position = this.mount_weapon_r.transform.position;
            this.part_blade_r.transform.rotation = this.mount_weapon_r.transform.rotation;
            this.part_blade_r.transform.parent = this.mount_weapon_r.transform.parent;
            this.part_blade_r.renderer.material = CharacterMaterials.Materials[this.myCostume._3dmg_texture];
            if (this.part_blade_r.transform.Find("X-WeaponTrailA"))
            {
                this.part_blade_r.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>().Deactivate();
                this.part_blade_r.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>().Deactivate();
                if (base.gameObject.GetComponent<HERO>())
                {
                    base.gameObject.GetComponent<HERO>().rightbladetrail = this.part_blade_r.transform.Find("X-WeaponTrailA").GetComponent<XWeaponTrail>();
                    base.gameObject.GetComponent<HERO>().rightbladetrail2 = this.part_blade_r.transform.Find("X-WeaponTrailB").GetComponent<XWeaponTrail>();
                }
            }
        }
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateHead()
    {
        UnityEngine.Object.Destroy(this.part_eye);
        UnityEngine.Object.Destroy(this.part_face);
        UnityEngine.Object.Destroy(this.part_glreplaced);
        UnityEngine.Object.Destroy(this.part_hair);
        if (!this.IsDeadBody)
        {
            ClothFactory.DisposeObject(this.part_hair_1);
        }
        this.CreateHair();
        if (this.myCostume.eye_mesh.Length > 0)
        {
            this.part_eye = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.eye_mesh));
            this.part_eye.transform.position = this.part_head.transform.position;
            this.part_eye.transform.rotation = this.part_head.transform.rotation;
            this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
            this.SetFacialTexture(this.part_eye, this.myCostume.eye_texture_id);
        }
        if (this.myCostume.beard_texture_id >= 0)
        {
            this.CreateFace();
            this.SetFacialTexture(this.part_face, this.myCostume.beard_texture_id);
        }
        if (this.myCostume.glreplaced_texture_id >= 0)
        {
            this.CreateGlreplaced();
            this.SetFacialTexture(this.part_glreplaced, this.myCostume.glreplaced_texture_id);
        }
        string indexHead = myCostume.skin_texture;
        string indexChest = myCostume.skin_texture;
        if (!CharacterMaterials.Materials.ContainsKey(indexHead))
        {
            indexHead = "hair_annie";
        }
        if (!CharacterMaterials.Materials.ContainsKey(indexChest))
        {
            indexChest = "aottg_hero_skin_1";
        }
        this.part_head.renderer.material = CharacterMaterials.Materials[indexHead];
        this.part_chest.renderer.material = CharacterMaterials.Materials[indexChest];
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateLeftArm()
    {
        UnityEngine.Object.Destroy(this.part_arm_l);
        if (this.myCostume.arm_l_mesh.Length > 0)
        {
            this.part_arm_l = this.GenerateCloth(this.reference, "Character/" + this.myCostume.arm_l_mesh);
            this.part_arm_l.renderer.material = CharacterMaterials.Materials[this.myCostume.body_texture];
        }
        UnityEngine.Object.Destroy(this.part_hand_l);
        if (this.myCostume.hand_l_mesh.Length > 0)
        {
            this.part_hand_l = this.GenerateCloth(this.reference, "Character/" + this.myCostume.hand_l_mesh);
            this.part_hand_l.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
        }
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateUpperBody()
    {
        UnityEngine.Object.Destroy(this.part_upper_body);
        UnityEngine.Object.Destroy(this.part_brand_1);
        UnityEngine.Object.Destroy(this.part_brand_2);
        UnityEngine.Object.Destroy(this.part_brand_3);
        UnityEngine.Object.Destroy(this.part_brand_4);
        UnityEngine.Object.Destroy(this.part_chest_1);
        UnityEngine.Object.Destroy(this.part_chest_2);
        if (!this.IsDeadBody)
        {
            ClothFactory.DisposeObject(this.part_chest_3);
        }
        this.CreateCape();
        if (this.myCostume.part_chest_object_mesh.Length > 0)
        {
            this.part_chest_1 = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.part_chest_object_mesh));
            this.part_chest_1.transform.position = this.chest_info.transform.position;
            this.part_chest_1.transform.rotation = this.chest_info.transform.rotation;
            this.part_chest_1.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
            this.part_chest_1.renderer.material = CharacterMaterials.Materials[this.myCostume.part_chest_object_texture];
        }
        if (this.myCostume.part_chest_1_object_mesh.Length > 0)
        {
            this.part_chest_2 = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.part_chest_1_object_mesh));
            this.part_chest_2.transform.position = this.chest_info.transform.position;
            this.part_chest_2.transform.rotation = this.chest_info.transform.rotation;
            this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
            this.part_chest_2.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest").transform;
            this.part_chest_2.renderer.material = CharacterMaterials.Materials[this.myCostume.part_chest_1_object_texture];
        }
        if (this.myCostume.part_chest_skinned_cloth_mesh.Length > 0 && !this.IsDeadBody)
        {
            this.part_chest_3 = ClothFactory.GetCape(this.reference, "Character/" + this.myCostume.part_chest_skinned_cloth_mesh, CharacterMaterials.Materials[this.myCostume.part_chest_skinned_cloth_texture]);
        }
        if (this.myCostume.body_mesh.Length > 0)
        {
            this.part_upper_body = this.GenerateCloth(this.reference, "Character/" + this.myCostume.body_mesh);
            this.part_upper_body.renderer.material = CharacterMaterials.Materials[this.myCostume.body_texture];
        }
        if (this.myCostume.brand1_mesh.Length > 0)
        {
            this.part_brand_1 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand1_mesh);
            this.part_brand_1.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
        }
        if (this.myCostume.brand2_mesh.Length > 0)
        {
            this.part_brand_2 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand2_mesh);
            this.part_brand_2.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
        }
        if (this.myCostume.brand3_mesh.Length > 0)
        {
            this.part_brand_3 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand3_mesh);
            this.part_brand_3.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
        }
        if (this.myCostume.brand4_mesh.Length > 0)
        {
            this.part_brand_4 = this.GenerateCloth(this.reference, "Character/" + this.myCostume.brand4_mesh);
            this.part_brand_4.renderer.material = CharacterMaterials.Materials[this.myCostume.brand_texture];
        }
        this.part_head.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
        this.part_chest.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void DeleteCharacterComponent()
    {
        UnityEngine.Object.Destroy(this.part_eye);
        UnityEngine.Object.Destroy(this.part_face);
        UnityEngine.Object.Destroy(this.part_glreplaced);
        UnityEngine.Object.Destroy(this.part_hair);
        bool flag = !this.IsDeadBody;
        if (flag)
        {
            ClothFactory.DisposeObject(this.part_hair_1);
        }
        UnityEngine.Object.Destroy(this.part_upper_body);
        UnityEngine.Object.Destroy(this.part_arm_l);
        UnityEngine.Object.Destroy(this.part_arm_r);
        bool flag2 = !this.IsDeadBody;
        if (flag2)
        {
            ClothFactory.DisposeObject(this.part_hair_2);
            ClothFactory.DisposeObject(this.part_cape);
        }
        UnityEngine.Object.Destroy(this.part_brand_1);
        UnityEngine.Object.Destroy(this.part_brand_2);
        UnityEngine.Object.Destroy(this.part_brand_3);
        UnityEngine.Object.Destroy(this.part_brand_4);
        UnityEngine.Object.Destroy(this.part_chest_1);
        UnityEngine.Object.Destroy(this.part_chest_2);
        UnityEngine.Object.Destroy(this.part_chest_3);
        UnityEngine.Object.Destroy(this.part_3dmg);
        UnityEngine.Object.Destroy(this.part_3dmg_belt);
        UnityEngine.Object.Destroy(this.part_3dmg_gas_l);
        UnityEngine.Object.Destroy(this.part_3dmg_gas_r);
        UnityEngine.Object.Destroy(this.part_blade_l);
        UnityEngine.Object.Destroy(this.part_blade_r);
    }

19 Source : COLOSSAL_TITAN.cs
with GNU General Public License v3.0
from aelariane

public void Update()
    {
        this.healthTime -= Time.deltaTime;
        UpdateLabel();
        if (this.state == "null")
        {
            return;
        }
        if (this.state == "wait")
        {
            this.waitTime -= Time.deltaTime;
            if (this.waitTime <= 0f)
            {
                baseT.position = new Vector3(30f, 0f, 784f);
                //UnityEngine.Object.Instantiate(CacheResources.Load("FX/ThunderCT"), baseT.position + Vectors.up * 350f, Quaternion.Euler(270f, 0f, 0f));
                Pool.Enable("FX/ThunderCT", baseT.position + Vectors.up * 350f, Quaternion.Euler(270f, 0f, 0f));
                IN_GAME_MAIN_CAMERA.MainCamera.flashBlind();
                if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
                {
                    this.idle();
                }
                else if ((!FengGameManagerMKII.LAN) ? BasePV.IsMine : base.networkView.isMine)
                {
                    this.idle();
                }
                else
                {
                    this.state = "null";
                }
            }
        }
        else
        {
            if (this.state == "idle")
            {
                if (this.attackPattern == -1)
                {
                    this.slap("r1");
                    this.attackPattern++;
                }
                else if (this.attackPattern == 0)
                {
                    this.attack_sweep(string.Empty);
                    this.attackPattern++;
                }
                else if (this.attackPattern == 1)
                {
                    this.steam();
                    this.attackPattern++;
                }
                else if (this.attackPattern == 2)
                {
                    this.kick();
                    this.attackPattern++;
                }
                else
                {
                    if (this.isSteamNeed || this.hasDie)
                    {
                        this.steam();
                        this.isSteamNeed = false;
                        return;
                    }
                    if (this.myHero == null)
                    {
                        this.findNearestHero();
                    }
                    else
                    {
                        Vector3 vector = this.myHero.transform.position - baseT.position;
                        float current = -Mathf.Atan2(vector.z, vector.x) * 57.29578f;
                        float f = -Mathf.DeltaAngle(current, baseGT.rotation.eulerAngles.y - 90f);
                        this.myDistance = Mathf.Sqrt((this.myHero.transform.position.x - baseT.position.x) * (this.myHero.transform.position.x - baseT.position.x) + (this.myHero.transform.position.z - baseT.position.z) * (this.myHero.transform.position.z - baseT.position.z));
                        float num = this.myHero.transform.position.y - baseT.position.y;
                        if (this.myDistance < 85f && UnityEngine.Random.Range(0, 100) < 5)
                        {
                            this.steam();
                            return;
                        }
                        if (num > 310f && num < 350f)
                        {
                            if (Vector3.Distance(this.myHero.transform.position, baseT.Find("APL1").position) < 40f)
                            {
                                this.slap("l1");
                                return;
                            }
                            if (Vector3.Distance(this.myHero.transform.position, baseT.Find("APL2").position) < 40f)
                            {
                                this.slap("l2");
                                return;
                            }
                            if (Vector3.Distance(this.myHero.transform.position, baseT.Find("APR1").position) < 40f)
                            {
                                this.slap("r1");
                                return;
                            }
                            if (Vector3.Distance(this.myHero.transform.position, baseT.Find("APR2").position) < 40f)
                            {
                                this.slap("r2");
                                return;
                            }
                            if (this.myDistance < 150f && Mathf.Abs(f) < 80f)
                            {
                                this.attack_sweep(string.Empty);
                                return;
                            }
                        }
                        if (num < 300f && Mathf.Abs(f) < 80f && this.myDistance < 85f)
                        {
                            this.attack_sweep("_vertical");
                            return;
                        }
                        int num2 = UnityEngine.Random.Range(0, 7);
                        if (num2 == 0)
                        {
                            this.slap("l1");
                        }
                        else if (num2 == 1)
                        {
                            this.slap("l2");
                        }
                        else if (num2 == 2)
                        {
                            this.slap("r1");
                        }
                        else if (num2 == 3)
                        {
                            this.slap("r2");
                        }
                        else if (num2 == 4)
                        {
                            this.attack_sweep(string.Empty);
                        }
                        else if (num2 == 5)
                        {
                            this.attack_sweep("_vertical");
                        }
                        else if (num2 == 6)
                        {
                            this.steam();
                        }
                    }
                }
                return;
            }
            if (this.state == "attack_sweep")
            {
                if (this.attackCheckTimeA != 0f && ((base.animation["attack_" + this.attackAnimation].normalizedTime >= this.attackCheckTimeA && base.animation["attack_" + this.attackAnimation].normalizedTime <= this.attackCheckTimeB) || (!this.attackChkOnce && base.animation["attack_" + this.attackAnimation].normalizedTime >= this.attackCheckTimeA)))
                {
                    if (!this.attackChkOnce)
                    {
                        this.attackChkOnce = true;
                    }
                    foreach (RaycastHit raycastHit in this.checkHitCapsule(this.checkHitCapsuleStart.position, this.checkHitCapsuleEnd.position, this.checkHitCapsuleR))
                    {
                        GameObject gameObject = raycastHit.collider.gameObject;
                        if (gameObject.CompareTag("Player"))
                        {
                            this.killPlayer(gameObject);
                        }
                        if (gameObject.CompareTag("erenHitbox") && this.attackAnimation == "combo_3" && IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && ((!FengGameManagerMKII.LAN) ? PhotonNetwork.IsMasterClient : Network.isServer))
                        {
                            gameObject.transform.root.gameObject.GetComponent<replacedAN_EREN>().hitByFTByServer(3);
                        }
                    }
                    foreach (RaycastHit raycastHit2 in this.checkHitCapsule(this.checkHitCapsuleEndOld, this.checkHitCapsuleEnd.position, this.checkHitCapsuleR))
                    {
                        GameObject gameObject2 = raycastHit2.collider.gameObject;
                        if (gameObject2.CompareTag("Player"))
                        {
                            this.killPlayer(gameObject2);
                        }
                    }
                    this.checkHitCapsuleEndOld = this.checkHitCapsuleEnd.position;
                }
                if (base.animation["attack_" + this.attackAnimation].normalizedTime >= 1f)
                {
                    this.sweepSmokeObject.GetComponent<ParticleSystem>().enableEmission = false;
                    this.sweepSmokeObject.GetComponent<ParticleSystem>().Stop();
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (!FengGameManagerMKII.LAN)
                        {
                            BasePV.RPC("stopSweepSmoke", PhotonTargets.Others, new object[0]);
                        }
                    }
                    this.findNearestHero();
                    this.idle();
                    this.playAnimation("idle");
                }
            }
            else if (this.state == "kick")
            {
                if (!this.attackChkOnce && base.animation[this.actionName].normalizedTime >= this.attackCheckTime)
                {
                    this.attackChkOnce = true;
                    this.door_broken.SetActive(true);
                    this.door_closed.SetActive(false);
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (!FengGameManagerMKII.LAN)
                        {
                            BasePV.RPC("changeDoor", PhotonTargets.OthersBuffered, new object[0]);
                        }
                    }
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (FengGameManagerMKII.LAN)
                        {
                            Network.Instantiate(CacheResources.Load("FX/boom1_CT_KICK"), baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Network.Instantiate(CacheResources.Load("rock"), baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(0f, 0f, 0f), 0);
                        }
                        else
                        {
                            Optimization.Caching.Pool.NetworkEnable("FX/boom1_CT_KICK", baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Optimization.Caching.Pool.NetworkEnable("rock", baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(0f, 0f, 0f), 0);
                        }
                    }
                    else
                    {
                        Pool.Enable("FX/boom1_CT_KICK", baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/boom1_CT_KICK"), baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(270f, 0f, 0f));
                        Pool.Enable("rock", baseT.position + baseT.Forward() * 120f + baseT.right * 30f, Quaternion.Euler(0f, 0f, 0f));
                    }
                }
                if (base.animation[this.actionName].normalizedTime >= 1f)
                {
                    this.findNearestHero();
                    this.idle();
                    this.playAnimation("idle");
                }
            }
            else if (this.state == "slap")
            {
                if (!this.attackChkOnce && base.animation["attack_slap_" + this.attackAnimation].normalizedTime >= this.attackCheckTime)
                {
                    this.attackChkOnce = true;
                    GameObject gameObject3;
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (FengGameManagerMKII.LAN)
                        {
                            gameObject3 = (GameObject)Network.Instantiate(CacheResources.Load("FX/boom1"), this.checkHitCapsuleStart.position, Quaternion.Euler(270f, 0f, 0f), 0);
                        }
                        else
                        {
                            gameObject3 = Optimization.Caching.Pool.NetworkEnable("FX/boom1", this.checkHitCapsuleStart.position, Quaternion.Euler(270f, 0f, 0f), 0);
                        }
                        if (gameObject3.GetComponent<EnemyfxIDcontainer>())
                        {
                            gameObject3.GetComponent<EnemyfxIDcontainer>().replacedanName = base.name;
                        }
                    }
                    else
                    {
                        gameObject3 = Pool.Enable("FX/boom1", this.checkHitCapsuleStart.position, Quaternion.Euler(270f, 0f, 0f));//(GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("FX/boom1"), this.checkHitCapsuleStart.position, Quaternion.Euler(270f, 0f, 0f));
                    }
                    gameObject3.transform.localScale = new Vector3(5f, 5f, 5f);
                }
                if (base.animation["attack_slap_" + this.attackAnimation].normalizedTime >= 1f)
                {
                    this.findNearestHero();
                    this.idle();
                    this.playAnimation("idle");
                }
            }
            else if (this.state == "steam")
            {
                if (!this.attackChkOnce && base.animation[this.actionName].normalizedTime >= this.attackCheckTime)
                {
                    this.attackChkOnce = true;
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (FengGameManagerMKII.LAN)
                        {
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Up() * 185f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Up() * 303f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Up() * 50f, Quaternion.Euler(270f, 0f, 0f), 0);
                        }
                        else
                        {
                            Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam", baseT.position + baseT.Up() * 185f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam", baseT.position + baseT.Up() * 303f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam", baseT.position + baseT.Up() * 50f, Quaternion.Euler(270f, 0f, 0f), 0);
                        }
                    }
                    else
                    {
                        Pool.Enable("FX/colossal_steam", baseT.position + baseT.Forward() * 185f, Quaternion.Euler(270f, 0f, 0f));
                        Pool.Enable("FX/colossal_steam", baseT.position + baseT.Forward() * 303f, Quaternion.Euler(270f, 0f, 0f));
                        Pool.Enable("FX/colossal_steam", baseT.position + baseT.Forward() * 50f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Forward() * 185f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Forward() * 303f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam"), baseT.position + baseT.Forward() * 50f, Quaternion.Euler(270f, 0f, 0f));
                    }
                }
                if (base.animation[this.actionName].normalizedTime >= 1f)
                {
                    if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer)
                    {
                        if (FengGameManagerMKII.LAN)
                        {
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Up() * 185f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Up() * 303f, Quaternion.Euler(270f, 0f, 0f), 0);
                            Network.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Up() * 50f, Quaternion.Euler(270f, 0f, 0f), 0);
                        }
                        else
                        {
                            GameObject gameObject4 = Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam_dmg", baseT.position + baseT.Up() * 185f, Quaternion.Euler(270f, 0f, 0f), 0);
                            if (gameObject4.GetComponent<EnemyfxIDcontainer>())
                            {
                                gameObject4.GetComponent<EnemyfxIDcontainer>().replacedanName = base.name;
                            }
                            gameObject4 = Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam_dmg", baseT.position + baseT.Up() * 303f, Quaternion.Euler(270f, 0f, 0f), 0);
                            if (gameObject4.GetComponent<EnemyfxIDcontainer>())
                            {
                                gameObject4.GetComponent<EnemyfxIDcontainer>().replacedanName = base.name;
                            }
                            gameObject4 = Optimization.Caching.Pool.NetworkEnable("FX/colossal_steam_dmg", baseT.position + baseT.Up() * 50f, Quaternion.Euler(270f, 0f, 0f), 0);
                            if (gameObject4.GetComponent<EnemyfxIDcontainer>())
                            {
                                gameObject4.GetComponent<EnemyfxIDcontainer>().replacedanName = base.name;
                            }
                        }
                    }
                    else
                    {
                        Pool.Enable("FX/colossal_steam_dmg", baseT.position + baseT.Forward() * 185f, Quaternion.Euler(270f, 0f, 0f));
                        Pool.Enable("FX/colossal_steam_dmg", baseT.position + baseT.Forward() * 303f, Quaternion.Euler(270f, 0f, 0f));
                        Pool.Enable("FX/colossal_steam_dmg", baseT.position + baseT.Forward() * 50f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Forward() * 185f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Forward() * 303f, Quaternion.Euler(270f, 0f, 0f));
                        //UnityEngine.Object.Instantiate(CacheResources.Load("FX/colossal_steam_dmg"), baseT.position + baseT.Forward() * 50f, Quaternion.Euler(270f, 0f, 0f));
                    }
                    if (this.hasDie)
                    {
                        if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
                        {
                            UnityEngine.Object.Destroy(baseG);
                        }
                        else if (FengGameManagerMKII.LAN)
                        {
                            if (base.networkView.isMine)
                            {
                            }
                        }
                        else if (PhotonNetwork.IsMasterClient)
                        {
                            PhotonNetwork.Destroy(BasePV);
                        }
                        FengGameManagerMKII.FGM.GameWin();
                    }
                    this.findNearestHero();
                    this.idle();
                    this.playAnimation("idle");
                }
            }
            else if (this.state == string.Empty)
            {
            }
        }
    }

19 Source : ClothFactory.cs
with GNU General Public License v3.0
from aelariane

public static void DisposeObject(GameObject cachedObject)
    {
        bool flag = cachedObject != null;
        if (flag)
        {
            ParentFollow component = cachedObject.GetComponent<ParentFollow>();
            bool flag2 = component != null;
            if (flag2)
            {
                bool isActiveInScene = component.isActiveInScene;
                if (isActiveInScene)
                {
                    component.isActiveInScene = false;
                    cachedObject.transform.position = new Vector3(0f, -99999f, 0f);
                    cachedObject.GetComponent<ParentFollow>().RemoveParent();
                }
            }
            else
            {
                UnityEngine.Object.Destroy(cachedObject);
            }
        }
    }

19 Source : LevelTriggerGas.cs
with GNU General Public License v3.0
from aelariane

private void OnTriggerStay(Collider other)
    {
        if (other.gameObject.CompareTag("Player"))
        {
            if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
            {
                other.gameObject.GetComponent<HERO>().FillGas();
                UnityEngine.Object.Destroy(base.gameObject);
            }
            else if (other.gameObject.GetComponent<HERO>().BasePV.IsMine)
            {
                other.gameObject.GetComponent<HERO>().FillGas();
                UnityEngine.Object.Destroy(base.gameObject);
            }
        }
    }

19 Source : Bullet.cs
with GNU General Public License v3.0
from aelariane

private void OnDestroy()
    {
        if (FengGameManagerMKII.FGM != null)
        {
            FengGameManagerMKII.FGM.RemoveHook(this);
        }
        if (Myreplacedan != null)
        {
            Myreplacedan.IsHooked = false;
        }
        UnityEngine.Object.Destroy(this.rope);
    }

19 Source : Bullet.cs
with GNU General Public License v3.0
from aelariane

private void SetLinePhase()
    {
        if (this.master == null)
        {
            UnityEngine.Object.Destroy(this.rope);
            UnityEngine.Object.Destroy(baseG);
            return;
        }
        if (this.nodes.Count <= 0)
        {
            return;
        }
        Vector3 a = myRefT.position - nodes[0];
        this.lineRenderer.SetVertexCount(this.nodes.Count);
        for (int i = 0; i <= this.nodes.Count - 1; i++)
        {
            this.lineRenderer.SetPosition(i, nodes[i] + a * Mathf.Pow(0.75f, (float)i));
        }
        if (this.nodes.Count > 1)
        {
            this.lineRenderer.SetPosition(1, myRefT.position);
        }
    }

19 Source : Bullet.cs
with GNU General Public License v3.0
from aelariane

public void RemoveMe()
    {
        if (isOnTrap)
        {
            if (master != null)
            {
                master.GasMultiplier = 1f;
                isOnTrap = false;
            }
        }
        this.isdestroying = true;
        if (IN_GAME_MAIN_CAMERA.GameType != GameType.Single && BasePV.IsMine)
        {
            PhotonNetwork.Destroy(BasePV);
            PhotonNetwork.RemoveRPCs(BasePV);
        }
        else if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
        {
            UnityEngine.Object.Destroy(this.rope);
            UnityEngine.Object.Destroy(baseG);
        }
    }

19 Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane

[RPC]
    private void setHairPRC(int type, int eye_type, float c1, float c2, float c3)
    {
        UnityEngine.Object.Destroy(this.part_hair);
        this.hair = CostumeHair.hairsM[type];
        this.hairType = type;
        if (this.hair.hair != string.Empty)
        {
            GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
            gameObject.transform.parent = this.hair_go_ref.transform.parent;
            gameObject.transform.position = this.hair_go_ref.transform.position;
            gameObject.transform.rotation = this.hair_go_ref.transform.rotation;
            gameObject.transform.localScale = this.hair_go_ref.transform.localScale;
            gameObject.renderer.material = CharacterMaterials.Materials[this.hair.texture];
            gameObject.renderer.material.color = new Color(c1, c2, c3);
            this.part_hair = gameObject;
        }
        this.setFacialTexture(this.eye, eye_type);
    }

19 Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void setPunkHair()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        this.hair = CostumeHair.hairsM[3];
        this.hairType = 3;
        GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
        gameObject.transform.parent = this.hair_go_ref.transform.parent;
        gameObject.transform.position = this.hair_go_ref.transform.position;
        gameObject.transform.rotation = this.hair_go_ref.transform.rotation;
        gameObject.transform.localScale = this.hair_go_ref.transform.localScale;
        gameObject.renderer.material = CharacterMaterials.Materials[this.hair.texture];
        int num = UnityEngine.Random.Range(1, 4);
        if (num == 1)
        {
            gameObject.renderer.material.color = FengColor.hairPunk1;
        }
        if (num == 2)
        {
            gameObject.renderer.material.color = FengColor.hairPunk2;
        }
        if (num == 3)
        {
            gameObject.renderer.material.color = FengColor.hairPunk3;
        }
        this.part_hair = gameObject;
        this.setFacialTexture(this.eye, 0);
        if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
        {
            BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
            {
                this.hairType,
                0,
                this.part_hair.renderer.material.color.r,
                this.part_hair.renderer.material.color.g,
                this.part_hair.renderer.material.color.b
            });
        }
    }

19 Source : HERO_DEAD_BODY_SETUP.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        this.lifetime -= Time.deltaTime;
        if (this.lifetime <= 0f)
        {
            base.gameObject.GetComponent<HERO_SETUP>().DeleteCharacterComponent();
            UnityEngine.Object.Destroy(base.gameObject);
        }
    }

19 Source : BloodSplatterScript.cs
with GNU General Public License v3.0
from aelariane

public void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            this.bloodRotation.Rotate(0f, (float)this.bloodLocalRotationYOffset, 0f);
            Transform transform = UnityEngine.Object.Instantiate(this.bloodPrefab, this.bloodPosition.position, this.bloodRotation.rotation) as Transform;
            this.bloodInstances = GameObject.FindGameObjectsWithTag("blood");
            if (this.bloodInstances.Length >= this.maxAmountBloodPrefabs)
            {
                UnityEngine.Object.Destroy(this.bloodInstances[0]);
            }
        }
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateHead()
    {
        UnityEngine.Object.Destroy(this.part_eye);
        UnityEngine.Object.Destroy(this.part_face);
        UnityEngine.Object.Destroy(this.part_glreplaced);
        UnityEngine.Object.Destroy(this.part_hair);
        if (!this.IsDeadBody)
        {
            ClothFactory.DisposeObject(this.part_hair_1);
        }
        this.CreateHair();
        if (this.myCostume.eye_mesh.Length > 0)
        {
            this.part_eye = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.eye_mesh));
            this.part_eye.transform.position = this.part_head.transform.position;
            this.part_eye.transform.rotation = this.part_head.transform.rotation;
            this.part_eye.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
            this.SetFacialTexture(this.part_eye, this.myCostume.eye_texture_id);
        }
        if (this.myCostume.beard_texture_id >= 0)
        {
            this.CreateFace();
            this.SetFacialTexture(this.part_face, this.myCostume.beard_texture_id);
        }
        if (this.myCostume.glreplaced_texture_id >= 0)
        {
            this.CreateGlreplaced();
            this.SetFacialTexture(this.part_glreplaced, this.myCostume.glreplaced_texture_id);
        }
        string indexHead = myCostume.skin_texture;
        string indexChest = myCostume.skin_texture;
        if(!CharacterMaterials.Materials.ContainsKey(indexHead))
        {
            indexHead = "hair_annie";
        }
        if (!CharacterMaterials.Materials.ContainsKey(indexChest))
        {
            indexChest = "aottg_hero_skin_1";
        }
        this.part_head.renderer.material = CharacterMaterials.Materials[indexHead];
        this.part_chest.renderer.material = CharacterMaterials.Materials[indexChest];
    }

19 Source : DownloadTexture.cs
with GNU General Public License v3.0
from aelariane

private void OnDestroy()
    {
        if (this.mMat != null)
        {
            UnityEngine.Object.Destroy(this.mMat);
        }
        if (this.mTex != null)
        {
            UnityEngine.Object.Destroy(this.mTex);
        }
    }

19 Source : FlareMovement.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        this.timer += Time.deltaTime;
        if (this.hint != null && hero != null)
        {
            if (this.timer < 3f)
            {
                this.hint.transform.position = this.hero.transform.position + this.offY;
                Vector3 vector = base.transform.position - this.hint.transform.position;
                float num = Mathf.Atan2(-vector.z, vector.x) * 57.29578f;
                this.hint.transform.rotation = Quaternion.Euler(-90f, num + 180f, 0f);
            }
            else if (this.hint != null)
            {
                UnityEngine.Object.Destroy(this.hint);
            }
        }
        if (this.timer < 4f)
        {
            base.rigidbody.AddForce((base.transform.Forward() + base.transform.Up() * 5f) * Time.deltaTime * 5f, ForceMode.VelocityChange);
        }
        else
        {
            base.rigidbody.AddForce(-base.transform.Up() * Time.deltaTime * 7f, ForceMode.Acceleration);
        }
    }

19 Source : FlareMovement.cs
with GNU General Public License v3.0
from aelariane

public void dontShowHint()
    {
        UnityEngine.Object.Destroy(this.hint);
        this.nohint = true;
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateRightArm()
    {
        UnityEngine.Object.Destroy(this.part_arm_r);
        if (this.myCostume.arm_r_mesh.Length > 0)
        {
            this.part_arm_r = this.GenerateCloth(this.reference, "Character/" + this.myCostume.arm_r_mesh);
            this.part_arm_r.renderer.material = CharacterMaterials.Materials[this.myCostume.body_texture];
        }
        UnityEngine.Object.Destroy(this.part_hand_r);
        if (this.myCostume.hand_r_mesh.Length > 0)
        {
            this.part_hand_r = this.GenerateCloth(this.reference, "Character/" + this.myCostume.hand_r_mesh);
            this.part_hand_r.renderer.material = CharacterMaterials.Materials[this.myCostume.skin_texture];
        }
    }

19 Source : KillInfoComponent.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        if (this.start)
        {
            var dt = Time.deltaTime;
            this.timeElapsed += dt;
            if (this.timeElapsed < 0.2f)
            {
                this.baseT.localScale = Vector3.Lerp(this.baseT.localScale, Vector3.one * this.maxScale, dt * 10f);
            }
            else if (this.timeElapsed < 1f)
            {
                this.baseT.localScale = Vector3.Lerp(this.baseT.localScale, Vector3.one, dt * 10f);
            }
            if (this.timeElapsed > this.lifeTime)
            {
                this.baseT.position += new Vector3(0f, dt * 0.15f, 0f);
                this.alpha = 1f - dt * 45f + this.lifeTime - this.timeElapsed;
                this.setAlpha(this.alpha);
            }
            else
            {
                float num = (float)((int)(100f - (float)Screen.height * 0.5f) + this.col * this.offset);
                this.baseT.localPosition = Vector3.Lerp(this.baseT.localPosition, new Vector3(0f, -num, 0f), dt * 10f);
            }
            if (this.timeElapsed > this.lifeTime + 0.5f)
            {
                //Optimization.Caching.Pool.Disable(this.baseG);
                Destroy(baseG);
            }
        }
    }

19 Source : PVPcheckPoint.cs
with GNU General Public License v3.0
from aelariane

private void Start()
    {
        if (IN_GAME_MAIN_CAMERA.GameType == GameType.Single)
        {
            UnityEngine.Object.Destroy(base.gameObject);
            return;
        }
        if (IN_GAME_MAIN_CAMERA.GameMode != GameMode.PVP_CAPTURE)
        {
            if (BasePV.IsMine)
            {
                UnityEngine.Object.Destroy(base.gameObject);
            }
            UnityEngine.Object.Destroy(base.gameObject);
            return;
        }
        PVPcheckPoint.chkPts.Add(this);
        IComparer comparer = new IComparerPVPchkPtID();
        PVPcheckPoint.chkPts.Sort(comparer);
        if (this.humanPt == this.humanPtMax)
        {
            this.state = CheckPointState.Human;
            if (BasePV.IsMine && FengGameManagerMKII.Level.MapName != "The City I")
            {
                this.supply = Optimization.Caching.Pool.NetworkEnable("aot_supply", base.transform.position - Vectors.up * (base.transform.position.y - this.getHeight(base.transform.position)), base.transform.rotation, 0);
            }
        }
        else if (BasePV.IsMine && !this.hasAnnie)
        {
            if (UnityEngine.Random.Range(0, 100) < 50)
            {
                int num = UnityEngine.Random.Range(1, 2);
                for (int i = 0; i < num; i++)
                {
                    this.newreplacedan();
                }
            }
            if (this.isBase)
            {
                this.newreplacedan();
            }
        }
        if (this.replacedanPt == this.replacedanPtMax)
        {
            this.state = CheckPointState.replacedan;
        }
        this.hitTestR = 15f * this.size;
        base.transform.localScale = new Vector3(this.size, this.size, this.size);
    }

19 Source : TITAN_SETUP.cs
with GNU General Public License v3.0
from aelariane

private void setHairVanilla()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        int num = UnityEngine.Random.Range(0, CostumeHair.hairsM.Length);
        if (num == 3)
        {
            num = 9;
        }
        this.hairType = num;
        this.hair = CostumeHair.hairsM[num];
        if (this.hair.hair == string.Empty)
        {
            this.hair = CostumeHair.hairsM[9];
            this.hairType = 9;
        }
        this.part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.hair.hair));
        this.part_hair.transform.parent = this.hair_go_ref.transform.parent;
        this.part_hair.transform.position = this.hair_go_ref.transform.position;
        this.part_hair.transform.rotation = this.hair_go_ref.transform.rotation;
        this.part_hair.transform.localScale = this.hair_go_ref.transform.localScale;
        this.part_hair.renderer.material = CharacterMaterials.Materials[this.hair.texture];
        this.part_hair.renderer.material.color = HeroCostume.costume[UnityEngine.Random.Range(0, HeroCostume.costume.Length - 5)].hair_color;
        int num2 = UnityEngine.Random.Range(1, 8);
        this.setFacialTexture(this.eye, num2);
        if (IN_GAME_MAIN_CAMERA.GameType == GameType.MultiPlayer && BasePV.IsMine)
        {
            BasePV.RPC("setHairPRC", PhotonTargets.OthersBuffered, new object[]
            {
                this.hairType,
                num2,
                this.part_hair.renderer.material.color.r,
                this.part_hair.renderer.material.color.g,
                this.part_hair.renderer.material.color.b
            });
        }
    }

19 Source : AnarchyManager.cs
with GNU General Public License v3.0
from aelariane

public static void DestroyMainScene()
        {
            var objectsToDestroy = new[]
            {
                "PanelLogin",
                "LOGIN",
                "BG_replacedLE",
                "Colossal",
                "Icosphere",
                "cube",
                "colossal",
                "CITY",
                "city",
                "rock",
                "AOTTG_HERO",
                "Checkbox",
            };
            var gos = (GameObject[])FindObjectsOfType(typeof(GameObject));
            foreach (var name in objectsToDestroy)
            {
                foreach (var go in gos)
                {
                    if (go.name.Contains(name) ||
                        (go.GetComponent<UILabel>() != null && go.GetComponent<UILabel>().text.Contains("Snap")) ||
                        (go.GetComponent<UILabel>() != null && go.GetComponent<UILabel>().text.Contains("Custom")))
                    {
                        Destroy(go);
                    }
                }
            }
        }

19 Source : PlayIdleAnimations.cs
with GNU General Public License v3.0
from aelariane

private void Start()
    {
        this.mAnim = base.GetComponentInChildren<Animation>();
        if (this.mAnim == null)
        {
            Debug.LogWarning(NGUITools.GetHierarchy(base.gameObject) + " has no Animation component");
            UnityEngine.Object.Destroy(this);
        }
        else
        {
            foreach (object obj in this.mAnim)
            {
                AnimationState animationState = (AnimationState)obj;
                if (animationState.clip.name == "idle")
                {
                    animationState.layer = 0;
                    this.mIdle = animationState.clip;
                    this.mAnim.Play(this.mIdle.name);
                }
                else if (animationState.clip.name.StartsWith("idle"))
                {
                    animationState.layer = 1;
                    this.mBreaks.Add(animationState.clip);
                }
            }
            if (this.mBreaks.Count == 0)
            {
                UnityEngine.Object.Destroy(this);
            }
        }
    }

19 Source : TypewriterEffect.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        if (this.mLabel == null)
        {
            this.mLabel = base.GetComponent<UILabel>();
            this.mLabel.supportEncoding = false;
            this.mLabel.symbolStyle = UIFont.SymbolStyle.None;
            this.mText = this.mLabel.font.WrapText(this.mLabel.text, (float)this.mLabel.lineWidth / this.mLabel.cachedTransform.localScale.x, this.mLabel.maxLineCount, false, UIFont.SymbolStyle.None);
        }
        if (this.mOffset < this.mText.Length)
        {
            if (this.mNextChar <= Time.time)
            {
                this.charsPerSecond = Mathf.Max(1, this.charsPerSecond);
                float num = 1f / (float)this.charsPerSecond;
                char c = this.mText[this.mOffset];
                if (c == '.' || c == '\n' || c == '!' || c == '?')
                {
                    num *= 4f;
                }
                this.mNextChar = Time.time + num;
                this.mLabel.text = this.mText.Substring(0, ++this.mOffset);
            }
        }
        else
        {
            UnityEngine.Object.Destroy(this);
        }
    }

19 Source : HERO_SETUP.cs
with GNU General Public License v3.0
from aelariane

public void CreateHair()
    {
        UnityEngine.Object.Destroy(this.part_hair);
        if (!this.IsDeadBody)
        {
            ClothFactory.DisposeObject(this.part_hair_1);
        }
        if (this.myCostume.hair_mesh != string.Empty)
        {
            this.part_hair = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("Character/" + this.myCostume.hair_mesh));
            this.part_hair.transform.position = this.part_head.transform.position;
            this.part_hair.transform.rotation = this.part_head.transform.rotation;
            this.part_hair.transform.parent = base.transform.Find("Amarture/Controller_Body/hip/spine/chest/neck/head").transform;
            this.part_hair.renderer.material = CharacterMaterials.Materials[this.myCostume.hairInfo.texture];
            this.part_hair.renderer.material.color = this.myCostume.hair_color;
        }
        if (this.myCostume.hair_1_mesh.Length > 0 && !this.IsDeadBody)
        {
            string name = "Character/" + this.myCostume.hair_1_mesh;
            Material material = CharacterMaterials.Materials[this.myCostume.hairInfo.texture];
            this.part_hair_1 = ClothFactory.GetHair(this.reference, name, material, this.myCostume.hair_color);
        }
    }

19 Source : CubeCollector.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        if (GameObject.FindGameObjectWithTag("Player") == null)
        {
            return;
        }
        GameObject gameObject = GameObject.FindGameObjectWithTag("Player");
        if (Vector3.Distance(gameObject.transform.position, base.transform.position) < 8f)
        {
            UnityEngine.Object.Destroy(base.gameObject);
        }
    }

19 Source : LevelMovingBrick.cs
with GNU General Public License v3.0
from aelariane

private void Start()
    {
        this.pointA = this.pointGOA.transform.position;
        this.pointB = this.pointGOB.transform.position;
        UnityEngine.Object.Destroy(this.pointGOA);
        UnityEngine.Object.Destroy(this.pointGOB);
    }

19 Source : DragDropSurface.cs
with GNU General Public License v3.0
from aelariane

private void OnDrop(GameObject go)
    {
        DragDropItem component = go.GetComponent<DragDropItem>();
        if (component != null)
        {
            GameObject gameObject = NGUITools.AddChild(base.gameObject, component.prefab);
            Transform transform = gameObject.transform;
            transform.position = UICamera.lastHit.point;
            if (this.rotatePlacedObject)
            {
                transform.rotation = Quaternion.LookRotation(UICamera.lastHit.normal) * Quaternion.Euler(90f, 0f, 0f);
            }
            UnityEngine.Object.Destroy(go);
        }
    }

19 Source : EquipItems.cs
with GNU General Public License v3.0
from aelariane

private void Start()
    {
        if (this.itemIDs != null && this.itemIDs.Length > 0)
        {
            InvEquipment invEquipment = base.GetComponent<InvEquipment>();
            if (invEquipment == null)
            {
                invEquipment = base.gameObject.AddComponent<InvEquipment>();
            }
            int max = 12;
            int i = 0;
            int num = this.itemIDs.Length;
            while (i < num)
            {
                int num2 = this.itemIDs[i];
                InvBaseItem invBaseItem = InvDatabase.FindByID(num2);
                if (invBaseItem != null)
                {
                    invEquipment.Equip(new InvGameItem(num2, invBaseItem)
                    {
                        quality = (InvGameItem.Quality)UnityEngine.Random.Range(0, max),
                        itemLevel = NGUITools.RandomRange(invBaseItem.minItemLevel, invBaseItem.maxItemLevel)
                    });
                }
                else
                {
                    Debug.LogWarning("Can't resolve the item ID of " + num2);
                }
                i++;
            }
        }
        UnityEngine.Object.Destroy(this);
    }

19 Source : InvAttachmentPoint.cs
with GNU General Public License v3.0
from aelariane

public GameObject Attach(GameObject prefab)
    {
        if (this.mPrefab != prefab)
        {
            this.mPrefab = prefab;
            if (this.mChild != null)
            {
                UnityEngine.Object.Destroy(this.mChild);
            }
            if (this.mPrefab != null)
            {
                Transform transform = base.transform;
                this.mChild = (UnityEngine.Object.Instantiate(this.mPrefab, transform.position, transform.rotation) as GameObject);
                Transform transform2 = this.mChild.transform;
                transform2.parent = transform;
                transform2.localPosition = Vectors.zero;
                transform2.localRotation = Quaternion.idenreplacedy;
                transform2.localScale = Vectors.one;
            }
        }
        return this.mChild;
    }

19 Source : UIPopupList.cs
with GNU General Public License v3.0
from aelariane

private void OnSelect(bool isSelected)
    {
        if (!isSelected && this.mChild != null)
        {
            this.mLabelList.Clear();
            this.handleEvents = false;
            if (this.isAnimated)
            {
                UIWidget[] componentsInChildren = this.mChild.GetComponentsInChildren<UIWidget>();
                int i = 0;
                int num = componentsInChildren.Length;
                while (i < num)
                {
                    UIWidget uiwidget = componentsInChildren[i];
                    Color color = uiwidget.color;
                    color.a = 0f;
                    TweenColor.Begin(uiwidget.gameObject, 0.15f, color).method = UITweener.Method.EaseOut;
                    i++;
                }
                Collider[] componentsInChildren2 = this.mChild.GetComponentsInChildren<Collider>();
                int j = 0;
                int num2 = componentsInChildren2.Length;
                while (j < num2)
                {
                    componentsInChildren2[j].enabled = false;
                    j++;
                }
                UnityEngine.Object.Destroy(this.mChild, 0.15f);
            }
            else
            {
                UnityEngine.Object.Destroy(this.mChild);
            }
            this.mBackground = null;
            this.mHighlight = null;
            this.mChild = null;
        }
    }

19 Source : Localization.cs
with GNU General Public License v3.0
from aelariane

private void Awake()
    {
        if (Localization.mInstance == null)
        {
            Localization.mInstance = this;
            UnityEngine.Object.DontDestroyOnLoad(base.gameObject);
            this.currentLanguage = PlayerPrefs.GetString("Language", this.startingLanguage);
            if (string.IsNullOrEmpty(this.mLanguage) && this.languages != null && this.languages.Length > 0)
            {
                this.currentLanguage = this.languages[0].name;
            }
        }
        else
        {
            UnityEngine.Object.Destroy(base.gameObject);
        }
    }

19 Source : UpdateManager.cs
with GNU General Public License v3.0
from aelariane

public static void AddDestroy(UnityEngine.Object obj, float delay)
    {
        if (obj == null)
        {
            return;
        }
        if (Application.isPlaying)
        {
            if (delay > 0f)
            {
                UpdateManager.CreateInstance();
                UpdateManager.DestroyEntry destroyEntry = new UpdateManager.DestroyEntry();
                destroyEntry.obj = obj;
                destroyEntry.time = Time.realtimeSinceStartup + delay;
                UpdateManager.mInst.mDest.Add(destroyEntry);
            }
            else
            {
                UnityEngine.Object.Destroy(obj);
            }
        }
        else
        {
            UnityEngine.Object.DestroyImmediate(obj);
        }
    }

19 Source : UIAnchor.cs
with GNU General Public License v3.0
from aelariane

private void Update()
    {
        if (this.mAnim != null && this.mAnim.enabled && this.mAnim.isPlaying)
        {
            return;
        }
        bool flag = false;
        if (this.panelContainer != null)
        {
            if (this.panelContainer.clipping == UIDrawCall.Clipping.None)
            {
                float num = (!(this.mRoot != null)) ? 0.5f : ((float)this.mRoot.activeHeight / (float)Screen.height * 0.5f);
                this.mRect.xMin = (float)(-(float)Screen.width) * num;
                this.mRect.yMin = (float)(-(float)Screen.height) * num;
                this.mRect.xMax = -this.mRect.xMin;
                this.mRect.yMax = -this.mRect.yMin;
            }
            else
            {
                Vector4 clipRange = this.panelContainer.clipRange;
                this.mRect.x = clipRange.x - clipRange.z * 0.5f;
                this.mRect.y = clipRange.y - clipRange.w * 0.5f;
                this.mRect.width = clipRange.z;
                this.mRect.height = clipRange.w;
            }
        }
        else if (this.widgetContainer != null)
        {
            Transform cachedTransform = this.widgetContainer.cachedTransform;
            Vector3 localScale = cachedTransform.localScale;
            Vector3 localPosition = cachedTransform.localPosition;
            Vector3 vector = this.widgetContainer.relativeSize;
            Vector3 vector2 = this.widgetContainer.pivotOffset;
            vector2.y -= 1f;
            vector2.x *= this.widgetContainer.relativeSize.x * localScale.x;
            vector2.y *= this.widgetContainer.relativeSize.y * localScale.y;
            this.mRect.x = localPosition.x + vector2.x;
            this.mRect.y = localPosition.y + vector2.y;
            this.mRect.width = vector.x * localScale.x;
            this.mRect.height = vector.y * localScale.y;
        }
        else
        {
            if (!(this.uiCamera != null))
            {
                return;
            }
            flag = true;
            this.mRect = this.uiCamera.pixelRect;
        }
        float x = (this.mRect.xMin + this.mRect.xMax) * 0.5f;
        float y = (this.mRect.yMin + this.mRect.yMax) * 0.5f;
        Vector3 vector3 = new Vector3(x, y, 0f);
        if (this.side != UIAnchor.Side.Center)
        {
            if (this.side == UIAnchor.Side.Right || this.side == UIAnchor.Side.TopRight || this.side == UIAnchor.Side.BottomRight)
            {
                vector3.x = this.mRect.xMax;
            }
            else if (this.side == UIAnchor.Side.Top || this.side == UIAnchor.Side.Center || this.side == UIAnchor.Side.Bottom)
            {
                vector3.x = x;
            }
            else
            {
                vector3.x = this.mRect.xMin;
            }
            if (this.side == UIAnchor.Side.Top || this.side == UIAnchor.Side.TopRight || this.side == UIAnchor.Side.TopLeft)
            {
                vector3.y = this.mRect.yMax;
            }
            else if (this.side == UIAnchor.Side.Left || this.side == UIAnchor.Side.Center || this.side == UIAnchor.Side.Right)
            {
                vector3.y = y;
            }
            else
            {
                vector3.y = this.mRect.yMin;
            }
        }
        float width = this.mRect.width;
        float height = this.mRect.height;
        vector3.x += this.relativeOffset.x * width;
        vector3.y += this.relativeOffset.y * height;
        if (flag)
        {
            if (this.uiCamera.orthographic)
            {
                vector3.x = Mathf.Round(vector3.x);
                vector3.y = Mathf.Round(vector3.y);
                if (this.halfPixelOffset && this.mNeedsHalfPixelOffset)
                {
                    vector3.x -= 0.5f;
                    vector3.y += 0.5f;
                }
            }
            vector3.z = this.uiCamera.WorldToScreenPoint(this.mTrans.position).z;
            vector3 = this.uiCamera.ScreenToWorldPoint(vector3);
        }
        else
        {
            vector3.x = Mathf.Round(vector3.x);
            vector3.y = Mathf.Round(vector3.y);
            if (this.panelContainer != null)
            {
                vector3 = this.panelContainer.cachedTransform.TransformPoint(vector3);
            }
            else if (this.widgetContainer != null)
            {
                Transform parent = this.widgetContainer.cachedTransform.parent;
                if (parent != null)
                {
                    vector3 = parent.TransformPoint(vector3);
                }
            }
            vector3.z = this.mTrans.position.z;
        }
        if (this.mTrans.position != vector3)
        {
            this.mTrans.position = vector3;
        }
        if (this.runOnlyOnce && Application.isPlaying)
        {
            UnityEngine.Object.Destroy(this);
        }
    }

See More Examples