public override void Disable()
 {
     for (int i = 0; i < activeCollectableHolder.Count; i++)
     {
         activeCollectableHolder[i].gameObject.SetActive(false);
         collectablePool.SetInstance(activeCollectableHolder[i]);
     }
 }
Beispiel #2
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        private void Spawn()
        {
            PlatformBase currentPlatform = platformPool.GetInctance();

            currentPlatform.DisablePlatform();
            currentPlatform.transform.position = Vector3.forward * currentPlatformPos.z;
            currentPlatformPos.z += platformData.PlatformLenght;
            currentPlatform.EnablePlatform();
            platformPool.SetInstance(currentPlatform);
        }
Beispiel #3
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == shredderTag || collision.tag == asteroidTag)
     {
         gameObject.SetActive(false);
         pool.SetInstance(this);
     }
 }
Beispiel #4
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        private void PopulatePool()
        {
            SpawnableBase newLazer = lazerFactory.GetItem();

            newLazer.SetPool(lazerPool);
            newLazer.transform.SetParent(playerView.ShootPos);
            newLazer.gameObject.SetActive(false);
            lazerPool.SetInstance(newLazer);
        }
Beispiel #5
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 private void PrespawnEnemies()
 {
     for (int i = 0; i < maxEnemyCount; i++)
     {
         EnemyBase enemy = MonoBehaviour.Instantiate(enemies[Random.Range(0, enemies.Length)]);
         enemy.InjectPool(enemyPool);
         enemy.gameObject.SetActive(false);
         enemyPool.SetInstance(enemy);
     }
 }
Beispiel #6
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 private void PopulatePool()
 {
     for (int i = 0; i < currentLevel.LevelData.spawnables.Count; i++)
     {
         SpawnableBase currAsteroid = asteroidsFactory.GetItem(currentLevel.LevelData.spawnables[i]);
         currAsteroid.gameObject.transform.SetParent(levelView.SpawnableHolder);
         currAsteroid.gameObject.SetActive(false);
         spawnableManager.SetSpawnable(currAsteroid);
         currentPool.SetInstance(currAsteroid);
     }
 }
Beispiel #7
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 private void PreSpawnShells(int count)
 {
     for (int i = 0; i < count; i++)
     {
         ShellBase newShell = Instantiate(shell, shellHolder.transform.position, Quaternion.identity);
         newShell.InjectPool(shellPool);
         newShell.gameObject.SetActive(false);
         newShell.transform.SetParent(shellHolder);
         newShell.SetDamageAmount(weaponSettings.Damage);
         shellPool.SetInstance(newShell);
     }
 }
Beispiel #8
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 public override void Disable()
 {
     gameObject.SetActive(false);
     pool.SetInstance(this);
 }