public void createPoolObjects(MissleSide side, MissleType type, int count) { for (i = 0; i < count; i++) { createPoolObjects(side, type); } }
public void createPoolObjects(MissleSide side, MissleType type) { switch(type) { case MissleType.ROCKET: if(side==MissleSide.FRIENDLY) { tmp=(GameObject) GameObject.Instantiate(friendlyRocketPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); friendlyRockets.Add(tmp.GetComponent<MissleBehaviour>()); } else if(side==MissleSide.ENEMY) { tmp=(GameObject) GameObject.Instantiate(enemyRocketPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); enemyRockets.Add(tmp.GetComponent<MissleBehaviour>()); } break; case MissleType.THORPEDE: if(side==MissleSide.FRIENDLY) { tmp=(GameObject) GameObject.Instantiate(friendlyThorpedePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); friendlyThorpeds.Add(tmp.GetComponent<MissleBehaviour>()); } else if(side==MissleSide.ENEMY) { tmp=(GameObject) GameObject.Instantiate(enemyThorpedePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); enemyThorpeds.Add(tmp.GetComponent<MissleBehaviour>()); } break; case MissleType.GAS: tmp=(GameObject) GameObject.Instantiate(gasPrefab,stackPos,Quaternion.identity); tmp.SetActive(false); tmp.GetComponent<MissleBehaviour>().side=side; if(side==MissleSide.FRIENDLY) friendlyGasList.Add(tmp.GetComponent<MissleBehaviour>()); else if(side==MissleSide.ENEMY) enemyGasList.Add(tmp.GetComponent<MissleBehaviour>()); break; case MissleType.MINES: tmp=(GameObject) GameObject.Instantiate(minePrefab,stackPos,Quaternion.identity); tmp.SetActive(false); tmp.GetComponent<MissleBehaviour>().side=side; if(side==MissleSide.FRIENDLY) friendlyMinesList.Add(tmp.GetComponent<MissleBehaviour>()); else if(side==MissleSide.ENEMY) enemyMinesList.Add(tmp.GetComponent<MissleBehaviour>()); break; } }
public void createPoolObjects(MissleSide side, MissleType type, int count) { for(i=0;i<count;i++) createPoolObjects(side,type); }
public void createPoolObjects(MissleSide side, MissleType type) { switch (type) { case MissleType.ROCKET: if (side == MissleSide.FRIENDLY) { tmp = (GameObject)GameObject.Instantiate(friendlyRocketPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); friendlyRockets.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { tmp = (GameObject)GameObject.Instantiate(enemyRocketPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); enemyRockets.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.THORPEDE: if (side == MissleSide.FRIENDLY) { tmp = (GameObject)GameObject.Instantiate(friendlyThorpedePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); friendlyThorpeds.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { tmp = (GameObject)GameObject.Instantiate(enemyThorpedePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); enemyThorpeds.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.GAS: tmp = (GameObject)GameObject.Instantiate(gasPrefab, stackPos, Quaternion.identity); tmp.SetActive(false); tmp.GetComponent <MissleBehaviour>().side = side; if (side == MissleSide.FRIENDLY) { friendlyGasList.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { enemyGasList.Add(tmp.GetComponent <MissleBehaviour>()); } break; case MissleType.MINES: tmp = (GameObject)GameObject.Instantiate(minePrefab, stackPos, Quaternion.identity); tmp.SetActive(false); tmp.GetComponent <MissleBehaviour>().side = side; if (side == MissleSide.FRIENDLY) { friendlyMinesList.Add(tmp.GetComponent <MissleBehaviour>()); } else if (side == MissleSide.ENEMY) { enemyMinesList.Add(tmp.GetComponent <MissleBehaviour>()); } break; } }
void SetMissileType(MissleType missleType) { _missleType = missleType; }