private void Awake() { if (Instance == null) { player = gameManager.Player; AddToPool(spawnablesPools.transform.GetChild(0), ref cansPool); AddToPool(spawnablesPools.transform.GetChild(1), ref bottlesPool); //AddToPool(strawsPoolT, ref strawsPool); AddToPool(wpT, ref wpPool, true, false); currentWPMax = (int)wpPool[wpPool.Count - 1].transform.position.x; // wallpapers are centered (and 6 int large) currentBlocMax = startingBlocMin; allBlocs = spawnablesPools.selectedBlocsScriptable.storedBlocs; RankBlocs(); // add trees to pool AddToPool(backTreesAnchor, ref backTreesPool, false, false); AddToPool(spawnablesAnchor, ref backTreesPool, true, false, "Tree"); // back objects in the Spawnables on start are also part of the pool // add rocks to pool AddToPool(backRocksAnchor, ref backRocksPool, false, false); AddToPool(spawnablesAnchor, ref backRocksPool, true, false, "Rock"); // back objects in the Spawnables on start are also part of the pool // add bushes to pool AddToPool(backBushesAnchor, ref backBushesPool, false, false); AddToPool(spawnablesAnchor, ref backBushesPool, true, false, "Bush"); // back objects in the Spawnables on start are also part of the pool // add far trees to pool AddToPool(backTreesFarAnchor, ref backTreesFarPool, false, false); AddToPool(spawnablesAnchor, ref backTreesFarPool, true, false, "Far"); // back objects in the Spawnables on start are also part of the pool // total probabilities of bonuses bonusProbaTotal = shieldBonusProba + rageBonusProba + smallerBonusProba; Instance = this; } else { Destroy(this); } }
private void Start() { blocManager = BlocManager.Instance; transform.localPosition = Vector2.left * GetComponentInParent <Camera>().orthographicSize *GetComponentInParent <Camera>().aspect + Vector2.left * 0.5f; }