CrowdControllable.Update C# (CSharp) Méthode

Update() public méthode

public Update ( ) : void
Résultat void
    void Update()
    {
        effectPosition = gameObject.transform.position + effectOffset;

        //update stuns
        for (int i = stuns.Count - 1; i >= 0; i--)
        {
            if (Time.time > stuns[i].getExpiration())
            {
                stuns.RemoveAt(i);
                floatText.GetComponent<TextMesh>().text = "Stun Removed!";
                Instantiate(floatText, effectPosition, Quaternion.identity);
            }
        }

        //update snares
        for (int i = snares.Count - 1; i >= 0; i--)
        {
            if (Time.time > snares[i].getExpiration())
            {
                snares.RemoveAt(i);
                floatText.GetComponent<TextMesh>().text = "Snare Removed!";
                Instantiate(floatText, effectPosition, Quaternion.identity);
            }
        }

        //update slows
        for (int i = slows.Count - 1; i >= 0; i--)
        {
            if (Time.time > slows[i].getExpiration())
            {
                slows.RemoveAt(i);
                floatText.GetComponent<TextMesh>().text = "Slows Removed!";
                Instantiate(floatText, effectPosition, Quaternion.identity);
            }
        }

        //update silences
        for (int i = silences.Count - 1; i >= 0; i--)
        {
            if (Time.time > silences[i].getExpiration())
            {
                silences.RemoveAt(i);
                floatText.GetComponent<TextMesh>().text = "Silence Removed!";
                Instantiate(floatText, effectPosition, Quaternion.identity);
            }
        }

        if (stuns.Count == 0)
            isStunned = false;
        if (snares.Count == 0)
            isSnared = false;
        if (slows.Count == 0)
            isSlowed = false;
        if (silences.Count == 0)
            isSilenced = false;
    }