Beispiel #1
0
 public void Clear(PoolSystem poolSystem)
 {
     if (poolSystem != null && poolSystem.poolObjects.Count > 0 && poolSystem.poolObjects != null)
     {
         poolSystem.poolObjects.ForEach(t => t.Hide());
     }
 }
    private void Shoot()
    {
        //creates a spawn of the laser to the player position
        //Quaternion.identity-->default position
        //sets the laser to the player position above with no rotation
        //countdown on laser so player is not spaming
        if (Time.time > _nextFire)
        {
            //setting triple shot
            if (canTripleShot == true)
            {
                //Play FX!
                audioController.PlaySound(Sounds.tripleShotLaserSound);
                Instantiate(_tripleShotPrefab, _transform.position, Quaternion.identity);
            }
            else
            {
                //Play FX!
                audioController.PlaySound(Sounds.laserSound);

                //instanciamos el laser del player mediante Poolsystem
                PoolSystem.SpawnObject(_laserPrefab, PoolTypes.laserPlayer, _transform.position + new Vector3(0, 0.9f, 0));
                //Instantiate(_laserPrefab, _transform.position + new Vector3(0, 0.9f, 0), Quaternion.identity);
            }
            _nextFire = Time.time + _fireRate;
        }
    }
 private void Awake()
 {
     PoolSystem.InitiliazePool(_hitPrefabVFX, null, _poolSize);
     PoolSystem.InitiliazePool(_explositionVFX, null, _poolSize);
     PoolSystem.InitiliazePool(_deathDefaultPrefabVFX, null, _poolSize);
     PoolSystem.InitiliazePool(_bulletTrailVFX, null, _poolSize);
 }
    // Use this for initialization
    void Start()
    {
        trackedObject = viveCntrl.GetComponent <SteamVR_TrackedObject>();
        m_Pool        = PoolSystem.FindPool("Projectile");
        g_Pool        = PoolSystem.FindPool("Grenade");

        m_Stock  = GetComponentInChildren <StockAttributes>();
        m_Barrel = GetComponentInChildren <BarrelAttributes>();

        activeBarrelList.Add(m_BarrelParts[0]);
        activeStockList.Add(m_StockParts[0]);

        m_BarrelIndex = 0;
        m_StockIndex  = 0;

        //manager = GetComponentInChildren<PartManager>();
        Commander = GetComponent <SquadCommand>();

        aSource = GetComponent <AudioSource>();

        isShooting   = false;
        m_Ammunition = 200;

        m_Part         = Part.Barrel;
        m_StateMachine = WeaponState.Weapon;

        reset      = false;
        resetParts = true;

        feedback.enabled = false;
    }
Beispiel #5
0
    private IEnumerator Burst(float _killTime)
    {
        for (int i = 0; i < 3; i++)
        {
            if (m_PaintballPool == null)
            {
                m_PaintballPool = PoolSystem.FindPool("Projectile");
            }
            GameObject burst = m_PaintballPool.m_NextObject;
            burst.transform.position = m_Gun.position;
            burst.transform.rotation = m_Gun.rotation;
            burst.SetActive(true);

            float accuracy = 2.5f;
            CalculateAccuracy(ref burst, accuracy);

            int randomSound = Random.Range(0, fireClips.Length);
            aSource.PlayOneShot(fireClips[randomSound]);

            burst.GetComponent <Rigidbody>().AddForce(burst.transform.forward * m_Force);
            burst.GetComponent <Projectile>().SetOwner(gameObject, (CompareTag(GameManager.TeamEnum.Blue.ToString())) ? GameManager.TeamEnum.Blue : GameManager.TeamEnum.Red);

            yield return(new WaitForSeconds(BURST_FIRE_RATE));
        }
        yield return(null);
    }
Beispiel #6
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Beispiel #7
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    public GameObject InstantiateSceneObject(string prefabId, Vector3 position, Quaternion rotation)
    {
        GameObject go = PoolSystem.Spawn(prefabId);

        go.transform.position = position;
        go.transform.rotation = rotation;
        return(go);
    }
    public void SpawnBulletTrailVFX(Vector3 start, Vector3 end)
    {
        var bulletTrail = PoolSystem.GetInstance <LineRenderer>(_bulletTrailVFX);

        bulletTrail.SetPosition(0, start);
        bulletTrail.SetPosition(1, end);

        bulletTrail.gameObject.SetActive(true);
    }
Beispiel #9
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    public static void Cull(string poolName, bool smartCull)
    {
        PoolSystem P = GetPoolByName(poolName);

        if (P)
        {
            P.Cull();
        }
    }
Beispiel #10
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    public static void Prepare(string poolName)
    {
        PoolSystem P = GetPoolByName(poolName);

        if (P != null)
        {
            P.Prepare();
        }
    }
Beispiel #11
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    public static void DespawnAllItems(string poolName)
    {
        PoolSystem P = GetPoolByName(poolName);

        if (P != null)
        {
            P.DespawnAllItems();
        }
    }
Beispiel #12
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    void Awake()
    {
        if (_instance != null)
        {
            Destroy(gameObject);
            return;
        }

        _instance = this;
    }
Beispiel #13
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    void Awake()
    {
        Instance = this;
        foreach (var prefab in StartPrefabs)
        {
            Instantiate(prefab);
        }

        PoolSystem.Create();
    }
    private void Awake()
    {
        if (null != sInstance && this != sInstance)
        {
            Destroy(this.gameObject);
        }

        sInstance = this;
        DontDestroyOnLoad(this.gameObject);
    }
Beispiel #15
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 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(this.gameObject);
     }
     else
     {
         _instance = this;
     }
 }
Beispiel #16
0
    public void LaserMovement()
    {
        //sets the movement from the laser and when it goes off the map the game object is destroyed
        transform.Translate(Vector3.up * _speed * Time.deltaTime);

        //Si el laser sale de pantalla lo añadimos al pooling
        if (transform.position.y > 6.0f || transform.position.y < -6.0f)
        {
            PoolSystem.AddElementToPool(laserType, gameObject);
        }
        //Destroy(this.gameObject);
    }
    void Shoot()
    {
        if (Time.time > nextFire)
        {
            //Play FX!
            audioController.PlaySound(Sounds.laserSound);

            //se spawnea el objeto des del pool system
            PoolSystem.SpawnObject(laserPrefab, weaponType, laserSpawn.position, transform.rotation);
            //Instantiate(laserPrefab, laserSpawn.position,transform.rotation);
            nextFire = Time.time + shootingRate;
        }
    }
Beispiel #18
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        private void Spawn()
        {
            var poolableGamObj = PoolSystem.FetchAvailable <CubePoolable>("Cube", out CubePoolable poolable);

            if (poolable != null)
            {
                var pos = poolableGamObj.transform.position;
                pos.x += Random.Range(-spawnRange.x, spawnRange.x);
                pos.y += Random.Range(-spawnRange.y, spawnRange.y);
                pos.z += Random.Range(-spawnRange.z, spawnRange.z);
                poolableGamObj.transform.position = pos;
                poolable.Aquire();
            }
        }
Beispiel #19
0
 public static void Kill(GameObject item)
 {
     if (item)
     {
         PoolSystem P = GetPoolByItem(item);
         if (P != null)
         {
             P.KillItem(item);
         }
         else
         {
             GameObject.Destroy(item);
         }
     }
 }
Beispiel #20
0
    public void OnCollisionEnter2D(Collision2D collision)
    {
        // Destroy(this.gameObject);
        PoolSystem.AddElementToPool(laserType, gameObject);

        //accedemos al componente health, mediante collision, del objeto colisionado
        Health health = collision.gameObject.GetComponent <Health>();



        if (health != null)//Control de seguridad health != null
        {
            health.Damage(1);
        }
    }
Beispiel #21
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        private void Shoot()
        {
            if (PoolSystem.TryFetchAvailable("Bullet", out Bullet bullet))
            {
                bullet.transform.position = emissionSpot.position;
                bullet.Fire(emissionSpot.forward * shootForce, range);

                _lastTimeShot = Time.time;
                _bulletsInClip--;
                _state = WeaponState.Shooting;
            }
            else
            {
                Debug.Log("no more bullets available in pool");
            }
        }
Beispiel #22
0
    public void PlaySFXSource(AudioClip clip, Vector3 hitPosition, Vector3 normal)
    {
        if (clip)
        {
            var source = PoolSystem.GetInstance <AudioSource>(_sfxSource);

            float pitch = Random.Range(0.8f, 1.2f);

            source.gameObject.transform.position = hitPosition;
            source.gameObject.transform.forward  = normal;

            source.gameObject.SetActive(true);
            source.pitch = pitch;
            source.PlayOneShot(clip);
        }
    }
Beispiel #23
0
    public PoolObject Create(PoolSystem poolSystem, Transform parent)
    {
        PoolObject nonTakenObject = null;

        if (poolSystem.poolObjects != null && poolSystem.poolObjects.Count > 0)
        {
            nonTakenObject = poolSystem.poolObjects.FirstOrDefault(t => t.inUse == false);
            if (nonTakenObject == null)
            {
                nonTakenObject = GameObject.Instantiate(poolSystem.poolObject);
                poolSystem.poolObjects.Add(nonTakenObject);
            }
        }
        nonTakenObject.Create(parent);
        return(nonTakenObject);
    }
    public static GameObject SpawnObject(GameObject prefab, PoolTypes type, Vector2 position)
    {
        //Buscamos un objeto de ese tipo en el pool
        GameObject spawnObject = PoolSystem.GetElement(type);

        //Si no hay ninguno lo creamos
        if (spawnObject == null)
        {
            spawnObject = Instantiate(prefab);
        }

        //Lo posicionamos en el spwnpoint y lo activamos
        spawnObject.transform.position = position;
        spawnObject.SetActive(true);
        return(spawnObject);
    }
    protected override void Awake()
    {
        //Initiliaze projectil pool
        PoolSystem.InitiliazePool(_projectilPrefab, null, 1);

        //Get controller components from scene
        _vfxController          = FindObjectOfType <VFXControllerComponent>();
        _cameraController       = FindObjectOfType <CameraControllerComponent>();
        _weaponHolderController = FindObjectOfType <WeaponHolderComponent>();

        //Get the player transform from the root of this object
        _playerForward = transform.root;

        //Stop update method
        enabled = false;

        base.Awake();
    }
    public override void Fire()
    {
        if (CanFire() && _anim.CanReloadOrFire())
        {
            var projectil = PoolSystem.GetInstance <ProjectilComponent>(_projectilPrefab);

            Vector3 startPosition = GetMuzzleEndPosition(_cameraController.GetMainCamera(), _cameraController.GetWeaponCamera());

            projectil.Launcher(ExplositionVFX, startPosition, _muzzleEnd.rotation, _playerForward.forward, _throwForce, _damage);

            ClipAmmo--;

            base.Fire();
        }

        //Start call update method
        enabled = true;
    }
Beispiel #27
0
    void Start()
    {
        Application.runInBackground = true;
        s_instance   = this;
        player_pool  = new PoolSystem <GameObject>(ResourcesLoader.LoadResources <GameObject>("Prefabs/Player_model"), 4);
        bomb_pool    = new PoolSystem <GameObject>(ResourcesLoader.LoadResources <GameObject>("Prefabs/Bomb"), 100);
        pwr_up_pool  = new PoolSystem <GameObject>(ResourcesLoader.LoadResources <GameObject>("Prefabs/PowerUp"), 100);
        hud          = GameObject.Find("HUD").GetComponent <HUD>();
        m_MainCamera = GameObject.Find("MainCamera");
        mainMenu     = GameObject.Find("OrthoCamera").GetComponent <MainMenuScript>();
        mp           = GameObject.Find("MusicPlayer").GetComponent <MusicPlayer>();

        endmenu = GameObject.Find("EndMenu").GetComponent <EndMenu>();


        baseRotation  = m_MainCamera.transform.rotation;
        gravityStates = new Vector3[] { Vector3.up *const_gravity, Vector3.forward *const_gravity, Vector3.forward * -const_gravity, Vector3.right *const_gravity, Vector3.right * -const_gravity };
    }
Beispiel #28
0
    void Init()
    {
        pathTime       = animTime = 0;
        rotationDir    = RallyPos = PosMem = storedPos = Vector3.zero;
        nameCheckPoint = GameObject.Find("NameCheck").GetComponent <Collider>();
        rifle          = GetComponentInChildren <FindRifle>().gameObject;
        anim           = GetComponentInChildren <Animator>();
        aSource        = GetComponent <AudioSource>();
        visibleObjects = new List <GameObject>();
        nameReady      = false;
        //Get Components
        m_SkinRenderer            = GetComponentInChildren <SkinnedMeshRenderer>();
        m_HealthManager           = GetComponentInChildren <HealthManager>();
        m_NavAgent                = GetComponent <UnityEngine.AI.NavMeshAgent>();
        m_NavAgent.updateRotation = false;
        m_Camera        = GetComponentInChildren <Camera>();
        m_PaintballPool = PoolSystem.FindPool("Projectile");
        //set the health according to what enemy type it is
        if (isLeader)
        {
            m_HealthManager.SetEntityToMinionLeader();
            transform.localScale = new Vector3(0.75f, 0.75f, 0.75f);
        }
        else
        {
            m_HealthManager.SetEntityToMinion();
        }
        currentState = States.Patrol;

        //set things to false
        SwitchOff();

        //set things to zero
        gunTimer = targetLockTimer = pathTime = 0; //floats

        target = null;

        //precalculations
        m_FireRate = 60.0f / m_FireRate;
        sinTurn    = Mathf.Sin(30.0f);
        cosTurn    = Mathf.Cos(30.0f);
    }
Beispiel #29
0
    public void Fire()
    {
        anim.SetBool("Attack", true);
        anim.SetBool("Walk", false);
        rifle.transform.LookAt(target.position);
        int        randomSound;
        GameObject obj;
        Transform  objTransform;

        if (isLeader)
        {
            StartCoroutine("Burst", KILL_TIME);
        }
        else
        {
            if (m_PaintballPool == null)
            {
                m_PaintballPool = PoolSystem.FindPool("Projectile");
            }
            obj = m_PaintballPool.m_NextObject;
            if (obj == null)
            {
                return;
            }
            objTransform          = obj.transform;
            objTransform.position = m_Gun.position;
            objTransform.rotation = m_Gun.rotation;
            obj.SetActive(true);

            randomSound = Random.Range(0, fireClips.Length);

            if (fireClips[randomSound] != null)
            {
                aSource.PlayOneShot(fireClips[randomSound]);
            }

            obj.GetComponent <Rigidbody>().AddForce(m_Gun.forward * m_Force);
            obj.GetComponent <Projectile>().SetOwner(gameObject, (CompareTag(GameManager.TeamEnum.Blue.ToString())) ? GameManager.TeamEnum.Blue : GameManager.TeamEnum.Red);
        }
    }
 private void Awake()
 {
     poolSystem = PoolSystem.Instance;
 }
    // Use this for initialization
    void Start ()
    {
        manager = this;
        gameObject.AddComponent<PoolSystem>();
        bulletPool = gameObject.GetComponent<PoolSystem>();
        bulletPool.Initialize(poolSize, bulletPrefab);
        spriteList = Resources.LoadAll<Sprite>("EnemyBullets/Shots");
        bulletMats = new Material[] { Resources.Load<Material>("EnemyBullets/DefaultBullet"), Resources.Load<Material>("EnemyBullets/AdditiveBlendBullet") };


        // Suffering (Determines bullet sprite number, hitbox, additive blend state, animation, then associates those properties with the enum)
        propertyList = new Dictionary<BulletType, BulletTypeProperties>();
        propertyList.Add(BulletType.RedDot, new BulletTypeProperties(95, 4, false, null));
        propertyList.Add(BulletType.RedDarkDot, new BulletTypeProperties(92, 4, false, null));
        propertyList.Add(BulletType.RedShard, new BulletTypeProperties(101, 4, false, null));
        propertyList.Add(BulletType.RedArrow, new BulletTypeProperties(84, 4, false, null));
        propertyList.Add(BulletType.RedDarkArrow, new BulletTypeProperties(89, 4, false, null));
        propertyList.Add(BulletType.RedCrawler, new BulletTypeProperties(87, 4, false, spriteListSection(87, 2)));
        propertyList.Add(BulletType.RedFire, new BulletTypeProperties(96, 4, true, spriteListSection(96, 4)));
        propertyList.Add(BulletType.YellowDot, new BulletTypeProperties(129, 4, false, null));
        propertyList.Add(BulletType.YellowDarkDot, new BulletTypeProperties(126, 4, false, null));
        propertyList.Add(BulletType.YellowShard, new BulletTypeProperties(135, 4, false, null));
        propertyList.Add(BulletType.YellowArrow, new BulletTypeProperties(118, 4, false, null));
        propertyList.Add(BulletType.YellowDarkArrow, new BulletTypeProperties(123, 4, false, null));
        propertyList.Add(BulletType.YellowCrawler, new BulletTypeProperties(121, 4, false, spriteListSection(121, 2)));
        propertyList.Add(BulletType.YellowFire, new BulletTypeProperties(130, 4, true, spriteListSection(130, 4)));
        propertyList.Add(BulletType.GreenDot, new BulletTypeProperties(45, 4, false, null));
        propertyList.Add(BulletType.GreenDarkDot, new BulletTypeProperties(42, 4, false, null));
        propertyList.Add(BulletType.GreenShard, new BulletTypeProperties(47, 4, false, null));
        propertyList.Add(BulletType.GreenArrow, new BulletTypeProperties(34, 4, false, null));
        propertyList.Add(BulletType.GreenDarkArrow, new BulletTypeProperties(39, 4, false, null));
        propertyList.Add(BulletType.GreenCrawler, new BulletTypeProperties(37, 4, false, spriteListSection(37, 2)));
        propertyList.Add(BulletType.CyanDot, new BulletTypeProperties(30, 4, false, null));
        propertyList.Add(BulletType.CyanDarkDot, new BulletTypeProperties(27, 4, false, null));
        propertyList.Add(BulletType.CyanShard, new BulletTypeProperties(32, 4, false, null));
        propertyList.Add(BulletType.CyanArrow, new BulletTypeProperties(19, 4, false, null));
        propertyList.Add(BulletType.CyanDarkArrow, new BulletTypeProperties(24, 4, false, null));
        propertyList.Add(BulletType.CyanCrawler, new BulletTypeProperties(22, 4, false, spriteListSection(22, 2)));
        propertyList.Add(BulletType.BlueDot, new BulletTypeProperties(11, 4, false, null));
        propertyList.Add(BulletType.BlueDarkDot, new BulletTypeProperties(8, 4, false, null));
        propertyList.Add(BulletType.BlueShard, new BulletTypeProperties(17, 4, false, null));
        propertyList.Add(BulletType.BlueArrow, new BulletTypeProperties(0, 4, false, null));
        propertyList.Add(BulletType.BlueDarkArrow, new BulletTypeProperties(5, 4, false, null));
        propertyList.Add(BulletType.BlueCrawler, new BulletTypeProperties(3, 4, false, spriteListSection(3, 2)));
        propertyList.Add(BulletType.BlueFire, new BulletTypeProperties(12, 4, true, spriteListSection(12, 4)));
        propertyList.Add(BulletType.PurpleDot, new BulletTypeProperties(76, 4, false, null));
        propertyList.Add(BulletType.PurpleDarkDot, new BulletTypeProperties(73, 4, false, null));
        propertyList.Add(BulletType.PurpleShard, new BulletTypeProperties(82, 4, false, null));
        propertyList.Add(BulletType.PurpleArrow, new BulletTypeProperties(65, 4, false, null));
        propertyList.Add(BulletType.PurpleDarkArrow, new BulletTypeProperties(70, 4, false, null));
        propertyList.Add(BulletType.PurpleCrawler, new BulletTypeProperties(68, 4, false, spriteListSection(68, 2)));
        propertyList.Add(BulletType.PurpleFire, new BulletTypeProperties(77, 4, true, spriteListSection(77, 4)));
        propertyList.Add(BulletType.PinkDot, new BulletTypeProperties(61, 4, false, null));
        propertyList.Add(BulletType.PinkDarkDot, new BulletTypeProperties(58, 4, false, null));
        propertyList.Add(BulletType.PinkShard, new BulletTypeProperties(63, 4, false, null));
        propertyList.Add(BulletType.PinkArrow, new BulletTypeProperties(50, 4, false, null));
        propertyList.Add(BulletType.PinkDarkArrow, new BulletTypeProperties(55, 4, false, null));
        propertyList.Add(BulletType.PinkCrawler, new BulletTypeProperties(68, 4, false, spriteListSection(68, 2)));
        propertyList.Add(BulletType.WhiteDot, new BulletTypeProperties(114, 4, false, null));
        propertyList.Add(BulletType.WhiteDarkDot, new BulletTypeProperties(111, 4, false, null));
        propertyList.Add(BulletType.WhiteShard, new BulletTypeProperties(116, 4, false, null));
        propertyList.Add(BulletType.WhiteArrow, new BulletTypeProperties(103, 4, false, null));
        propertyList.Add(BulletType.WhiteDarkArrow, new BulletTypeProperties(108, 4, false, null));
        propertyList.Add(BulletType.WhiteCrawler, new BulletTypeProperties(106, 4, false, spriteListSection(106, 2)));

        propertyList.Add(BulletType.RedOrb, new BulletTypeProperties(100, 16, false, null));
        propertyList.Add(BulletType.RedDarkOrb, new BulletTypeProperties(93, 16, false, null));
        propertyList.Add(BulletType.RedWave, new BulletTypeProperties(102, 16, false, null));
        propertyList.Add(BulletType.RedDarkWave, new BulletTypeProperties(94, 16, false, null));
        propertyList.Add(BulletType.RedBlade, new BulletTypeProperties(85, 16, false, null));
        propertyList.Add(BulletType.RedDarkBlade, new BulletTypeProperties(90, 16, false, null));
        propertyList.Add(BulletType.YellowOrb, new BulletTypeProperties(134, 16, false, null));
        propertyList.Add(BulletType.YellowDarkOrb, new BulletTypeProperties(127, 16, false, null));
        propertyList.Add(BulletType.YellowWave, new BulletTypeProperties(136, 16, false, null));
        propertyList.Add(BulletType.YellowDarkWave, new BulletTypeProperties(128, 16, false, null));
        propertyList.Add(BulletType.YellowBlade, new BulletTypeProperties(119, 16, false, null));
        propertyList.Add(BulletType.YellowDarkBlade, new BulletTypeProperties(124, 16, false, null));
        propertyList.Add(BulletType.GreenOrb, new BulletTypeProperties(46, 16, false, null));
        propertyList.Add(BulletType.GreenDarkOrb, new BulletTypeProperties(43, 16, false, null));
        propertyList.Add(BulletType.GreenWave, new BulletTypeProperties(48, 16, false, null));
        propertyList.Add(BulletType.GreenDarkWave, new BulletTypeProperties(44, 16, false, null));
        propertyList.Add(BulletType.GreenBlade, new BulletTypeProperties(35, 16, false, null));
        propertyList.Add(BulletType.GreenDarkBlade, new BulletTypeProperties(40, 16, false, null));
        propertyList.Add(BulletType.CyanOrb, new BulletTypeProperties(31, 16, false, null));
        propertyList.Add(BulletType.CyanDarkOrb, new BulletTypeProperties(28, 16, false, null));
        propertyList.Add(BulletType.CyanWave, new BulletTypeProperties(33, 16, false, null));
        propertyList.Add(BulletType.CyanDarkWave, new BulletTypeProperties(29, 16, false, null));
        propertyList.Add(BulletType.CyanBlade, new BulletTypeProperties(20, 16, false, null));
        propertyList.Add(BulletType.CyanDarkBlade, new BulletTypeProperties(25, 16, false, null));
        propertyList.Add(BulletType.BlueOrb, new BulletTypeProperties(16, 16, false, null));
        propertyList.Add(BulletType.BlueDarkOrb, new BulletTypeProperties(9, 16, false, null));
        propertyList.Add(BulletType.BlueWave, new BulletTypeProperties(18, 16, false, null));
        propertyList.Add(BulletType.BlueDarkWave, new BulletTypeProperties(10, 16, false, null));
        propertyList.Add(BulletType.BlueBlade, new BulletTypeProperties(1, 16, false, null));
        propertyList.Add(BulletType.BlueDarkBlade, new BulletTypeProperties(6, 16, false, null));
        propertyList.Add(BulletType.PurpleOrb, new BulletTypeProperties(81, 16, false, null));
        propertyList.Add(BulletType.PurpleDarkOrb, new BulletTypeProperties(74, 16, false, null));
        propertyList.Add(BulletType.PurpleWave, new BulletTypeProperties(83, 16, false, null));
        propertyList.Add(BulletType.PurpleDarkWave, new BulletTypeProperties(75, 16, false, null));
        propertyList.Add(BulletType.PurpleBlade, new BulletTypeProperties(66, 16, false, null));
        propertyList.Add(BulletType.PurpleDarkBlade, new BulletTypeProperties(71, 16, false, null));
        propertyList.Add(BulletType.PinkOrb, new BulletTypeProperties(62, 16, false, null));
        propertyList.Add(BulletType.PinkDarkOrb, new BulletTypeProperties(74, 16, false, null));
        propertyList.Add(BulletType.PinkWave, new BulletTypeProperties(64, 16, false, null));
        propertyList.Add(BulletType.PinkDarkWave, new BulletTypeProperties(60, 16, false, null));
        propertyList.Add(BulletType.PinkBlade, new BulletTypeProperties(51, 16, false, null));
        propertyList.Add(BulletType.PinkDarkBlade, new BulletTypeProperties(56, 16, false, null));
        propertyList.Add(BulletType.WhiteOrb, new BulletTypeProperties(115, 16, false, null));
        propertyList.Add(BulletType.WhiteDarkOrb, new BulletTypeProperties(112, 16, false, null));
        propertyList.Add(BulletType.WhiteWave, new BulletTypeProperties(117, 16, false, null));
        propertyList.Add(BulletType.WhiteDarkWave, new BulletTypeProperties(113, 16, false, null));
        propertyList.Add(BulletType.WhiteBlade, new BulletTypeProperties(104, 16, false, null));
        propertyList.Add(BulletType.WhiteDarkBlade, new BulletTypeProperties(109, 16, false, null));

        propertyList.Add(BulletType.RedBubble, new BulletTypeProperties(86, 64, false, null));
        propertyList.Add(BulletType.RedDarkBubble, new BulletTypeProperties(91, 64, false, null));
        propertyList.Add(BulletType.YellowBubble, new BulletTypeProperties(120, 64, false, null));
        propertyList.Add(BulletType.YellowDarkBubble, new BulletTypeProperties(125, 64, false, null));
        propertyList.Add(BulletType.GreenBubble, new BulletTypeProperties(36, 64, false, null));
        propertyList.Add(BulletType.GreenDarkBubble, new BulletTypeProperties(41, 64, false, null));
        propertyList.Add(BulletType.CyanBubble, new BulletTypeProperties(21, 64, false, null));
        propertyList.Add(BulletType.CyanDarkBubble, new BulletTypeProperties(26, 64, false, null));
        propertyList.Add(BulletType.BlueBubble, new BulletTypeProperties(2, 64, false, null));
        propertyList.Add(BulletType.BlueDarkBubble, new BulletTypeProperties(7, 64, false, null));
        propertyList.Add(BulletType.PurpleBubble, new BulletTypeProperties(67, 64, false, null));
        propertyList.Add(BulletType.PurpleDarkBubble, new BulletTypeProperties(72, 64, false, null));
        propertyList.Add(BulletType.PinkBubble, new BulletTypeProperties(52, 64, false, null));
        propertyList.Add(BulletType.PinkDarkBubble, new BulletTypeProperties(57, 64, false, null));
        propertyList.Add(BulletType.WhiteBubble, new BulletTypeProperties(105, 64, false, null));
        propertyList.Add(BulletType.WhiteDarkBubble, new BulletTypeProperties(110, 64, false, null));
    }
Beispiel #32
0
	// Use this for initialization
	void Start ()
    {
        gameObject.AddComponent<PoolSystem>();
        bulletPool = gameObject.GetComponent<PoolSystem>();
        bulletPool.Initialize(poolSize, bulletPrefab);
    }