void Awake() { thisObj = gameObject; thisT = transform; thisObj.layer = LayerManager.LayerShootObject(); if (autoSearchLineRenderer) { LineRenderer[] lines = thisObj.GetComponentsInChildren <LineRenderer>(true); for (int i = 0; i < lines.Length; i++) { lineList.Add(lines[i]); } } TrailRenderer[] trails = thisObj.GetComponentsInChildren <TrailRenderer>(true); for (int i = 0; i < trails.Length; i++) { trailList.Add(trails[i]); } if (shootEffect != null) { ObjectPoolManager.New(shootEffect, 3); } if (hitEffect != null) { ObjectPoolManager.New(hitEffect, 3); } }
// Use this for initialization void Start() { UnitTower[] towers = FindObjectsOfType(typeof(UnitTower)) as UnitTower[]; for (int i = 0; i < towers.Length; i++) { BuildManager.PreBuildTower(towers[i]); } //ignore collision between shootObject so they dont hit each other int soLayer = LayerManager.LayerShootObject(); Physics.IgnoreLayerCollision(soLayer, soLayer, true); if (capLife) { playerLife = GetPlayerLifeCap(); } if (onLifeE != null) { onLifeE(0); } if (enableLifeGen) { StartCoroutine(LifeRegenRoutine()); } }
void Awake() { thisObj = gameObject; thisT = transform; thisObj.layer = LayerManager.LayerShootObject(); if (autoSearchLineRenderer) { LineRenderer[] lines = thisObj.GetComponentsInChildren <LineRenderer>(true); for (int i = 0; i < lines.Length; i++) { lineList.Add(lines[i]); } } TrailRenderer[] trails = thisObj.GetComponentsInChildren <TrailRenderer>(true); for (int i = 0; i < trails.Length; i++) { trailList.Add(trails[i]); } if (type == _ShootObjectType.FPSProjectile) { SphereCollider sphereCol = GetComponent <SphereCollider>(); if (sphereCol == null) { sphereCol = thisObj.AddComponent <SphereCollider>(); sphereCol.radius = 0.15f; } hitRadius = sphereCol.radius; } if (shootEffect != null) { ObjectPoolManager.New(shootEffect); } if (hitEffect != null) { ObjectPoolManager.New(hitEffect); } }