void Awake() { current = this; pooledObjects = new List<List<GameObject>> (); foreach (GameObject poolObj in pooledObjectTypes) { List<GameObject> enemyTypeList = new List<GameObject>(); Debug.Log("Start: poolObj = "+poolObj); for (int i = 0; i < pooledAmount; i++) { GameObject obj = (GameObject)Instantiate(poolObj); obj.SetActive (false); enemyTypeList.Add (obj); } pooledObjects.Add (enemyTypeList); } }
void Awake() { current = this; pooledObjects = new List <List <GameObject> > (); foreach (GameObject poolObj in pooledObjectTypes) { List <GameObject> enemyTypeList = new List <GameObject>(); Debug.Log("Start: poolObj = " + poolObj); for (int i = 0; i < pooledAmount; i++) { GameObject obj = (GameObject)Instantiate(poolObj); obj.SetActive(false); enemyTypeList.Add(obj); } pooledObjects.Add(enemyTypeList); } }
private void Awake() { current = this; }
void Awake() { current = this; setupPooledObjectsOfEachType(); }