private void Awake() { if (singleton == null) { singleton = this; return; } Destroy(this); }
void GenerateSpawningArray() { //int size_of_array; EnemySpawning = new EnemyPoolManager[enemy_amount]; EnemyPoolManager[] temp = new EnemyPoolManager[2]; for (int i = 0; i < enemy_amount; i++) { switch (enemies_types[i]) { case 0: temp = null; break; case 1: temp = enemy1; break; case 2: temp = enemy2; break; case 3: temp = enemy3; break; case 4: temp = enemy4; break; case 5: temp = enemy5; break; case 6: temp = enemy6; break; } if (temp != null) { int number = UnityEngine.Random.Range(0, temp.Length); EnemySpawning[i] = temp[number]; } } StartCoroutine("LaunchEnemies"); //StopCoroutine("SpawnEnemyBegin"); }
// Use this for initialization void Awake() { Instance = this; }
private void Start() { enemyManager = FindObjectOfType <EnemyPoolManager>(); }
// Use this for initialization void Start() { m_gameproperties = m_instance.GetComponent<GameProperties>(); m_inputmanager = gameObject.AddComponent<InputManager>(); m_gamestatemanager = gameObject.AddComponent<GameStateManager>(); m_commandmanager = gameObject.AddComponent<CommandManager>(); m_loadmanager = gameObject.AddComponent<LoadManager>(); m_enemymanager = gameObject.AddComponent<EnemyManager>(); m_guimanager = gameObject.AddComponent<GUIManager>(); m_bulletPoolManager = gameObject.AddComponent<BulletPoolManager>(); m_enemyPoolManager = gameObject.AddComponent<EnemyPoolManager>(); m_gamestatemanager.Init(); }
void Start() { instance = this; idleEnemyPoolObjects = new Queue <GameObject>(idlePoolSize); activeEnemyPoolObjects = new List <GameObject>(activePoolSize); }