//thay cho destroy PlayerProjectTile public ProjecTileController spawnPlayerProjectTile(Vector3 position) { ProjecTileController obj = m_PlayerProjectTilePool.spawn(position, transform); obj.SetFromPlayer(true); return(obj); }
//khoi tao đạn private void Fire() { //ProjecTileController projectile = Instantiate(m_ProjectTile, m_FiringPoint.position, Quaternion.identity, null); ProjecTileController projectile = SpawnManager.Instance.spawnEnemyProjectTile(m_FiringPoint.position); projectile.Fire(m_speedMultiplier); AudioManager.Instance.PlayPlasmaSFXClip(); }
public void release(ProjecTileController obj) { if (activeobjs.Contains(obj)) { activeobjs.Remove(obj); inActiveobjs.Add(obj); obj.gameObject.SetActive(false); } }
//xoa cac ativeobj public void Clear() { while (activeobjs.Count > 0) { ProjecTileController obj = activeobjs[0]; obj.gameObject.SetActive(false); activeobjs.RemoveAt(0); inActiveobjs.Add(obj); } }
//khởi tạo đạn private void Fire() { ProjecTileController projectile0 = SpawnManager.Instance.spawnPlayerProjectTile(m_FiringPoint0.position); projectile0.Fire(1); if (canTripleshoot == true) { ProjecTileController projectile1 = SpawnManager.Instance.spawnPlayerProjectTile(m_FiringPoint1.position); ProjecTileController projectile2 = SpawnManager.Instance.spawnPlayerProjectTile(m_FiringPoint2.position); projectile1.Fire(1); projectile2.Fire(1); } AudioManager.Instance.PlayLazerSFXClip(); }
public List <ProjecTileController> activeobjs; //chua cac danh sach enemy dang su dung //spawn cac obj when using public ProjecTileController spawn(Vector3 position, Transform parent) { if (inActiveobjs.Count == 0) { ProjecTileController newObj = GameObject.Instantiate(m_projectTilePrefabs, parent); newObj.transform.position = position; activeobjs.Add(newObj); return(newObj); } else { ProjecTileController oldObj = inActiveobjs[0]; oldObj.gameObject.SetActive(true); oldObj.transform.SetParent(parent); oldObj.transform.position = position; activeobjs.Add(oldObj); inActiveobjs.RemoveAt(0); return(oldObj); } }
public void ReleasePlayerProjectTile(ProjecTileController projectile) { m_EnemyProjectTilePool.release(projectile); }