public void initializeData(byte numOfCannonballs)
    {
        numOfChildren = (byte)(numOfCannonballs * 2);

        allWakeChildren_object = new GameObject[numOfChildren];
        allWakeChildren_class  = new WakeIndividual[numOfChildren];

        for (byte index = 0; index < numOfChildren; index++)
        {
            allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity);
            allWakeChildren_class[index]  = allWakeChildren_object[index].GetComponent <WakeIndividual>();
        }

        splashPosition_actual = new Vector3(0f, 0f, 0f);
    }
Ejemplo n.º 2
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    // Start is called before the first frame update
    void Start()
    {
        objectTransform = gameObject.GetComponent <Transform>();

        // For stationary items, there should only every be two wakes at a time:
        numOfChildren = 2;

        allWakeChildren_object = new GameObject[numOfChildren];
        allWakeChildren_class  = new WakeIndividual[numOfChildren];

        for (byte index = 0; index < numOfChildren; index++)
        {
            allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity);
            allWakeChildren_class[index]  = allWakeChildren_object[index].GetComponent <WakeIndividual>();
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        objectTransform  = gameObject.GetComponent <Transform>();
        previousPosition = objectTransform.position;

        // if 'destroyTime' can be a maximum of 50 frames, then...
        numOfChildren = 50 / wakeSpawnCooldownMin_moving + 1;

        allWakeChildren_object = new GameObject[numOfChildren];
        allWakeChildren_class  = new WakeIndividual[numOfChildren];

        for (byte index = 0; index < numOfChildren; index++)
        {
            allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity);
            allWakeChildren_class[index]  = allWakeChildren_object[index].GetComponent <WakeIndividual>();
        }

        wakeSpawnCooldownCounter = 90;
    }