/// <summary> /// This function creates the Object Pool for bullet Game Objects /// </summary> /// <param name="type"></param> private void _BuildBulletPool(BulletType type) { // create empty Queue structure m_bulletPool = new Queue <GameObject>(); for (int count = 0; count < MaxBullets; count++) { var tempBullet = BulletFactory.Instance().createBullet(type); m_bulletPool.Enqueue(tempBullet); } }
/// <summary> /// This function creates the Object Pool for bullet Game Objects /// </summary> /// <param name="enemyBulletType"></param> private void _BuildBulletPool(BulletType enemyBulletType, BulletType playerBulletType) { // create empty Queue structures m_enemyBulletPool = new Queue <GameObject>(); m_playerBulletPool = new Queue <GameObject>(); for (int count = 0; count < MaxBullets; count++) { var tempEnemyBullet = BulletFactory.Instance().createBullet(enemyBulletType); m_enemyBulletPool.Enqueue(tempEnemyBullet); var tempPlayerBullet = BulletFactory.Instance().createBullet(playerBulletType); m_playerBulletPool.Enqueue(tempPlayerBullet); } }
private void BuildBulletPool() { playerBulletPool = new Queue <GameObject>(); enemyBulletPool = new Queue <GameObject>(); for (int i = 0; i < maxBullets; i++) { var tempPlayBullet = BulletFactory.Instance().CreateBullet(BulletType.PlayerBullet, playerAmmo.transform); tempPlayBullet.GetComponent <BulletController>().bulletType = BulletType.PlayerBullet; tempPlayBullet.GetComponent <BulletController>().bulletManager = this; tempPlayBullet.SetActive(false); playerBulletPool.Enqueue(tempPlayBullet); var tempNmeBullet = BulletFactory.Instance().CreateBullet(BulletType.EnemyBullet, enemyAmmo.transform); tempNmeBullet.GetComponent <BulletController>().bulletType = BulletType.EnemyBullet; tempNmeBullet.GetComponent <BulletController>().bulletManager = this; tempNmeBullet.SetActive(false); enemyBulletPool.Enqueue(tempNmeBullet); } }