/// <summary> /// Pre-loads our pools /// </summary> private void PreloadPools() { // Loop through all items we want to pre-load foreach (PoolItemInfo poolItemInfo in PoolItemsToPreload) { // Preload the item Pooling.Preload(poolItemInfo.PoolItem, poolItemInfo.PreloadQuantity); } }
// Use this for initialization void Start() { paused = false; playerDead = false; timer = 0; pop = 0; currentWave = 1; currentWaveSize = initialWaveSize; Pooling.Preload(knight, 5); Pooling.Preload(ogre, 5); Pooling.Preload(glider, 5); }
// Use this for initialization void Start() { gamePaused = false; gameStarted = false; view.Init(); //Initialize the pool obstaclePool.OnPoolingReady += OnObstaclePoolingFinished; birdPool.OnPoolingReady += OnBirdPoolingFinished; StartCoroutine(obstaclePool.Preload(obstacleNB)); StartCoroutine(birdPool.Preload(obstacleNB)); }
void Start() { shotSpawnPos = shotSpawn.transform.position; gameStateManager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameStateManager> (); Physics2D.IgnoreLayerCollision(gameObject.layer, LayerMask.NameToLayer("Shot")); //Ignores the shot layer so the player doesn't get pushed around by the shots paused = false; mainCam = Camera.main; for (int i = 0; i < 3; i++) { Pooling.Preload(Shots [i], 20); } //temp Pooling.Preload(Shots [4], 20); Pooling.Preload(Shots [5], 20); Pooling.Preload(Stalags, 20); Pooling.Preload(Shots [9], 20); Pooling.Preload(Lavas, 20); }