/// <summary> /// This Method Grabs us a Fruit from the pool puts it in position and activates it. This method is /// called from the "LoadAndFireRandomFruit()" /// </summary> /// <returns></returns> public GameObject RetrieveFruitFromPool() { //new int named r get assigned a Random value between zero and the length of the array of objectPoolScript int r = Random.Range(0, fruitPoolScripts.Length); //objectPoolScript named tempPool gets accesses the elements in the array at position R ObjectPoolScript tempPool = fruitPoolScripts[r]; //new GameObject named obj and it calls GetPooledObejct on the tempPool. GameObject obj = tempPool.GetPooledObject(); //if obj is null.. if (obj == null) { //we return null... return(null); } //we set obj at our position... obj.transform.position = transform.position; //we set obj's rotation to 000 obj.transform.rotation = Quaternion.identity; //set the obj to active obj.SetActive(true); //then return the obj return(obj); }
void MultiTurtleCreator(int turtles, string type1, string type2, float posX, float startY, float scale) { for (int i = 0; i < turtles; i++) { if (Random.value > 0.5f) { turtlePool = TurtDecoder(type1); } else { turtlePool = TurtDecoder(type2); } turtle = turtlePool.GetPooledObject(); turtle.SetActive(true); turtle.transform.position = new Vector3(posX, startY, -1); if (Random.value > 0.5f) { turtle.transform.Rotate(new Vector3(0, 180, 0)); //turtle.transform.localScale += new Vector3 (-1, 0, 0); } turtle.transform.localScale += new Vector3(scale, scale, 0); AddTurtle(1); } }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerSachelShrap").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); }
//GameObject flight; void Awake() { objPool = GameObject.Find("GameManager").GetComponent <ObjectPoolScript>(); GetComponent <AudioSource>().volume = ValueDeliverScript.fxSound; characterSpeakManagerScript = GameObject.Find("CharacterSpeakManager").GetComponent <CharacterSpeakManagerScript>(); }
public void ExplodeTarget(Collider target) { OnDieAction(); Instantiate(gameSettings.Explosion, target.transform.position, target.transform.rotation); ObjectPoolScript.Despawn(target.gameObject); }
void Start() { pController = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); pinkColliderGameObjects.AddRange(GameObject.FindGameObjectsWithTag("PinkCollider")); purpleColliderGameObjects.AddRange(GameObject.FindGameObjectsWithTag("PurpleCollider")); tealColliderGameObjects.AddRange(GameObject.FindGameObjectsWithTag("TealCollider")); yellowColliderGameObjects.AddRange(GameObject.FindGameObjectsWithTag("YellowCollider")); obstacleObjects.AddRange(GameObject.FindGameObjectsWithTag("ObstacleObject")); numOfObstacles = obstacleObjects.Count; publicObstacleObjectList = new List <GameObject>(); for (int i = 0; i < numOfObstacles; i++) { GameObject obj = obstacleObjects[i]; publicObstacleObjectList.Add(obj); obj.SetActive(false); } starPool = GameObject.FindGameObjectWithTag("StarPool"); colorChangePool = GameObject.FindGameObjectWithTag("ColorChangePool"); starPoolScript = starPool.GetComponent <ObjectPoolScript>(); colorChangePoolScript = colorChangePool.GetComponent <ObjectPoolScript>(); publicObstacleObjectList.Sort(SortByName); IncrementObstacleProgression(); IncrementObstacleProgression(); ChangeColorColliderState(); }
// Use this for initialization void Start () { //set stuff to be changed Body = body.GetComponent<SpriteRenderer> (); Head = head.GetComponent<SpriteRenderer> (); full = GetComponent<Transform> (); Laser = GameObject.Find ("PoolLasers").GetComponent<ObjectPoolScript>(); }
public List <GameObject> pooledObjects; //the list that will hold all of our goodies!!! // Awake is called when the script instance is being loaded public void Awake() { if (Instance == null) { //sets the static reference to "this" instance of the script. Instance = this; } }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerGrenadeShrap").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); Trail = Resources.Load("ShortTrail") as GameObject; }
// Use this for initialization void Start() { //set stuff to be changed Body = body.GetComponent <SpriteRenderer> (); Head = head.GetComponent <SpriteRenderer> (); full = GetComponent <Transform> (); Laser = GameObject.Find("PoolLasers").GetComponent <ObjectPoolScript>(); }
// Start is called before the first frame update void Start() { animator = gameObject.GetComponent <Animator>(); pool = gameObject.GetComponent <ObjectPoolScript>(); renderer = gameObject.GetComponent <SpriteRenderer>(); Player = GameObject.FindWithTag("Player"); pc = Player?.GetComponent <PlayerController>(); pes = GetComponent <PotionEffectsScript>(); }
public void Shoot(GameObject go) { //Instantiate(gameSettings.ShootingEffect, muzzleMain.transform.position, muzzleMain.rotation); ObjectPoolScript.Spawn(gameSettings.ShootingEffect, muzzleMain.transform.position, muzzleMain.rotation); //GameObject missleGo = Instantiate(gameSettings.Bullet, muzzleMain.transform.position, muzzleMain.rotation); GameObject missleGo = ObjectPoolScript.Spawn(gameSettings.Bullet, muzzleMain.transform.position, muzzleMain.rotation); Projectile projectile = missleGo.GetComponent <Projectile>(); projectile.target = currentTarget.transform; }
// Use this for initialization void Start () { //poolE = GameObject.Find ("EnemyPool").GetComponent<ObjectPoolScript> (); poolS = GameObject.Find ("SpawnerPool").GetComponent<ObjectPoolScript> (); poolc = GameObject.Find("CratePool").GetComponent<ObjectPoolScript> (); nextLevel (); reward = Instantiate (reward, Vector3.zero, Quaternion.identity) as GameObject; reward.GetComponent<Reward> ().ply (pl); reward.SetActive (false); Random.seed = System.DateTime.Now.Millisecond; }
// Use this for initialization void Start() { //poolE = GameObject.Find ("EnemyPool").GetComponent<ObjectPoolScript> (); poolS = GameObject.Find("SpawnerPool").GetComponent <ObjectPoolScript> (); poolc = GameObject.Find("CratePool").GetComponent <ObjectPoolScript> (); nextLevel(); reward = Instantiate(reward, Vector3.zero, Quaternion.identity) as GameObject; reward.GetComponent <Reward> ().ply(pl); reward.SetActive(false); Random.seed = System.DateTime.Now.Millisecond; }
public void SetUpButton(ItemClass passedItem, ItemListManager passedListManager) { listManager = passedListManager; item = passedItem; nameText.text = item.itemType; LvlText.text = "Lvl: " + item.level.ToString(); QualityText.text = item.QualityIntToString(); GetComponent <LayoutElement>().preferredHeight = transform.parent.GetComponent <RectTransform>().rect.width / 4; iconSprite = listManager.SetIconSprite(item.itemType); iconImage.sprite = iconSprite; itemEquipPool = passedListManager.itemEquipPool; }
void Awake() { animator = GetComponent <Animator>(); timeUtils = GetComponent <TimeUtils>(); flashRed = GetComponent <FlashUsingMaterial>(); colliderWhenIntact = GetComponent <Collider2D>(); colliderWhenDestroyed = GetComponent <EdgeCollider2D>(); collectible = GetComponentInChildren <CollectibleDef>(true); healthManager = GetComponent <HealthManager>(); berserkerPool = GetComponentInChildren <ObjectPoolScript>(); berserkersOnTheRoof = new Berserker[3]; }
// Use this for initialization void Start() { PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OP = GameObject.Find("ObjectPoolerIntercept").GetComponent <ObjectPoolScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("InterCeptorPrefab") as GameObject; }
void Awake () { DontDestroyOnLoad(this); audioSourcePool = gameObject.AddComponent<ObjectPoolScript>(); if (soundPrefab != null) { audioSourcePool.pooledObject = soundPrefab; } else { soundPrefab = Resources.Load<GameObject>("Sound"); audioSourcePool.pooledObject = soundPrefab; } audioSourcePool.pooledAmount = 10; audioSourcePool.willGrow = true; }
/// <summary> /// This PoolReferenceSetup Method creates our references to the ball pools(all of them), and the Bomb Pool(only one of those). /// </summary> public void PoolReferenceSetup() { //find the GameObject Tagged "Ball Pool". ballPoolsGameObject = GameObject.FindGameObjectWithTag(Tags.BallPools); //then fill the ballPoolScripts array with the ObjectPoolScripts (all the children of the ballPoolsGameObject). ballPoolScripts = ballPoolsGameObject.GetComponentsInChildren <ObjectPoolScript>(); //find the GameObject Tagged "OtherPools". bombPoolGameObject = GameObject.FindGameObjectWithTag(Tags.OtherPools); //then fill the bombPoolScripts array with the ObjectPoolScripts (the child of the bombPoolsGameObject). bombPoolScript = bombPoolGameObject.GetComponentInChildren <ObjectPoolScript>(); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerTripMine").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 25; CanShoot = true; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerFireArrow").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(3); AS.SetReloadTime(1.5f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 15; CanShoot = true; }
void Awake() { groundCheck = transform.Find("groundCheck"); wallCheck = transform.Find("wallCheck"); ceilingCheck = transform.Find("ceilingCheck"); ceilingCheck2 = transform.Find("ceilingCheck2"); sprRenderer = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); jumpSound = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); objectPoolScript = GetComponent <ObjectPoolScript>(); photonview = GetComponent <PhotonView>(); }
void Awake() { groundCheck = transform.Find("groundCheck"); wallCheck = transform.Find("wallCheck"); ceilingCheck = transform.Find("ceilingCheck"); ceilingCheck2 = transform.Find("ceilingCheck2"); sprRenderer = GetComponent<SpriteRenderer>(); rb = GetComponent<Rigidbody2D>(); jumpSound = GetComponent<AudioSource>(); anim = GetComponent<Animator>(); objectPoolScript = GetComponent<ObjectPoolScript>(); photonview = GetComponent<PhotonView>(); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerBoomerang").GetComponent <ObjectPoolScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(1); AS.SetReloadTime(2f); PCS.SetPrimaryWeapon(Shoot); ShotTimer = 0; ShootFireCooldown = 35; CanShoot = true; projectile = Resources.Load("BoomerangProjectilePrefab") as GameObject; Trail = Resources.Load("ShortTrail") as GameObject; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); PCS = GetComponent <PlayerControlScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(1); PCS.SetSecondaryWeapon(ShootOutline); PCS.SetSecondaryWeaponRelease(Shoot); CanShoot = true; projectile = Resources.Load("WallRevisedProjectileoutlinePrefab") as GameObject; OPWall = GameObject.Find("ObjectPoolerWall").GetComponent <ObjectPoolScript> (); POutline = Instantiate(projectile, Vector3.zero, Quaternion.identity) as GameObject; Color CtoChange = ES.GetColor(PCS.GetPlayerNum()); CtoChange.a = .75f; POutline.GetComponent <SpriteRenderer> ().color = CtoChange; POutline.SetActive(false); }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerGrenade").GetComponent <ObjectPoolScript> (); OPTrail = GameObject.Find("ObjectPoolerTrailS").GetComponent <ObjectPoolScript> (); AS = GetComponent <AmmoScript>(); AS.SetSecondaryMagazineSize(2); PCS.SetSecondaryWeapon(Cook); PCS.SetSecondaryWeaponRelease(Shoot); ShotTimer = 0; CookTime = 0; ShootFireCooldown = 50; CanShoot = true; projectile = Resources.Load("GrenadePrefab") as GameObject; Trail = Resources.Load("ShortTrail") as GameObject; GrenadeDetonateTime = projectile.GetComponent <ProjectileScript> ().SelfDestruct; }
/// <summary> /// Create a new object pool of the objects you wish to pool /// </summary> /// <param name="objToPool">The object you wish to pool. The name property of the object MUST be unique.</param> /// <param name="initialPoolSize">Number of objects you wish to instantiate initially for the pool.</param> /// <param name="maxPoolSize">Maximum number of objects allowed to exist in this pool.</param> /// <param name="shouldShrink">Should this pool shrink back down to the initial size when it receives a shrink event.</param> /// <returns></returns> public bool CreatePool(GameObject objToPool, int initialPoolSize, int maxPoolSize) { //Check to see if the pool already exists. if (ObjectPoolManagerScript.Instance.objectPools.ContainsKey(objToPool.name)) { //let the caller know it already exists, just use the pool out there. return(false); } else { //create a new pool using the properties ObjectPoolScript nPool = new ObjectPoolScript(objToPool, initialPoolSize, maxPoolSize); //Add the pool to the dictionary of pools to manage //using the object name as the key and the pool as the value. ObjectPoolManagerScript.Instance.objectPools.Add(objToPool.name, nPool); //We created a new pool! return(true); } }
void Awake() { if (ValueDeliverScript.isBgSound == false) { GetComponent <AudioSource>().volume = 0f; } else { GetComponent <AudioSource>().volume = 1f; } //GetComponent<AudioSource>().volume = ValueDeliverScript.fxSound*3f; //Debug.Log("GetComponent<AudioSource>().volume" + GetComponent<AudioSource>().volume); objPool = GameObject.Find("GameManager").GetComponent <ObjectPoolScript>(); characterMessageUI = GameObject.Find("CharacterMessageUI"); GetComponent <AudioSource>().volume = ValueDeliverScript.characterSound; soundSix = GameObject.Find("GameManager").GetComponent <ObjectPoolScript>().countDown6Ai; }
// Use this for initialization void Start() { ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); PCS = GetComponent <PlayerControlScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); OPProjectile = GameObject.Find("ObjectPoolerLazer").GetComponent <ObjectPoolScript> (); particlesOBJ = Resources.Load("ChargeParticleHolder") as GameObject; AS = GetComponent <AmmoScript>(); AS.SetPrimaryMagazineSize(6); AS.SetReloadTime(3f); PCS.SetPrimaryWeapon(Charge); PCS.SetPrimaryWeaponRelease(Shoot); ShotTimer = 0; chargeLevel = 1; ShootFireCooldown = 7; CanShoot = true; particlesOBJ = Instantiate(particlesOBJ, transform.position, transform.rotation) as GameObject; particlesSystem = particlesOBJ.GetComponentInChildren <ParticleSystem> (); particlesSystem.startColor = ES.GetColor(PCS.GetPlayerNum()); particlesOBJ.SetActive(false); }
private void Awake() { current = this; pooledObjects = new List<GameObject> (); int j = -1; for (int i=0; i< pooledAmount; i++) { if (j == objectsBeingPooled.GetLength(0) - 1) { j = 0; } else { j +=1; } GameObject obj = (GameObject)Instantiate(objectsBeingPooled[j]); obj.SetActive(false); pooledObjects.Add(obj); } }
/// <summary> /// This Method Grabs us a Bomb or a PowerUp from the pool puts it in position and activates it. This method is /// called from the "LoadAndFireOtherObject()" /// </summary> /// <param name="type"></param> /// <returns></returns> public GameObject RetrieveOtherFromPool(int type) { //create a ObjectPoolScript var and name it tempPool and then assign it the element at position "type" in the array. ObjectPoolScript tempPool = bombAndPowerUpPoolScripts[type]; //new gameObject "obj" gets a pooled object from tempPool reference using GetPooledObject. GameObject obj = tempPool.GetPooledObject(); //if the obj equals null... if (obj == null) { //return null return(null); } //the obj's position gets our position obj.transform.position = transform.position; //the obj's rotation gets our rotation obj.transform.rotation = transform.rotation; //the obj gets set active obj.SetActive(true); //return obj... return(obj); }
public void SetUpButton(ItemClass passedItem, ItemListManager passedListManager) { listManager = passedListManager; item = passedItem; ItemClass.SetItemValues(passedItem); nameText.text = passedItem.TypeName; LvlText.text = "Lvl: " + passedItem.Level.ToString(); QualityText.text = passedItem.GetQualityStr(); GetComponent <LayoutElement>().preferredHeight = transform.parent.GetComponent <RectTransform>().rect.width / 4; iconImage.sprite = passedItem.Icon; itemEquipPool = passedListManager.itemEquipPool; switch (item.qualityInt) { case 0: QualityColor.color = Color.gray; break; case 1: QualityColor.color = Color.white; break; case 2: QualityColor.color = new Color(0.5f, 0.5f, 1f, 1f); break; case 3: QualityColor.color = Color.yellow; break; default: break; } float iconSize = listManager.iconSize; RectTransform rect = iconImage.GetComponent <RectTransform>(); if (passedItem.Size.y >= passedItem.Size.x) { rect.sizeDelta = new Vector2(iconSize / IntVector2.Slope(passedItem.Size), iconSize); } else { rect.sizeDelta = new Vector2(iconSize, iconSize * IntVector2.Slope(passedItem.Size)); } }
// Use this for initialization void Start () { pool = GameObject.Find ("EnemyPool").GetComponent<ObjectPoolScript> (); gameObject.SetActive (true); }
public List <GameObject> pooledObjects; //the list that will hold all of our goodies!!! // Awake is called when the script instance is being loaded public void Awake() { //sets the static reference to "this" instance of the script. current = this; }
void Awake() { current = this; }
void OnEnable() { instance = this; }
void Awake(){ sprRend = GetComponent<SpriteRenderer>(); objectPoolScript = GetComponent<ObjectPoolScript> (); }
void Awake() { current = this; }