Méthode |
Description |
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Awake ( ) : void |
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CheckMapObjectCondition ( ) : void |
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CheckTotemCollision ( ) : void |
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DebugHitFloor ( bool hitFloor, Vector3 rayStartPoint ) : void |
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GetIntoJail ( ) : void |
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GetNearestMapObject ( ) : MapObject |
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InitTotems ( ) : void |
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MoveIfPossible ( Vector3 newDragPosition ) : void |
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OnTotemDragged ( Vector3 currentposition, Vector3 newposition ) : void |
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ProcessMapObjectCollision ( MapObject nearestMapObject ) : void |
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RaycastHitsGameObject ( RaycastHit raycastHits, GameObject someGameObject ) : bool |
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Snap ( ) : void |
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Start ( ) : void |
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TotemCollided ( GameObject totem ) : void |
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Update ( ) : void |
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UpdateNearestNode ( ) : void |
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WaitForAnimation ( ) : IEnumerator |
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WillHitAnObstacle ( Vector3 newDragPosition ) : bool |
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