Exemple #1
0
 void Start()
 {
     poolPoint = GameObject.FindGameObjectWithTag("PoolPoint").GetComponent <BulletPooler>(); //Point pooler
     spriteRendererComponent = transform.Find("EnemySprite").GetComponent <SpriteRenderer>(); //Enemy sprite
     lifeScript = GetComponent <EnemyLife>();                                                 //Get life script
     maxLife    = lifeScript.GetLife();                                                       //get maximum life
 }
Exemple #2
0
    private void Start()
    {
        body            = GetComponent <Rigidbody>();
        singletonPooler = FindObjectOfType <BulletPooler>();

        Vector3 ammoLocation   = new Vector3(0, 0, 0);
        Vector3 locationOffset = new Vector3(0, 0, -0.1f);
    }
Exemple #3
0
 void Start()
 {
     poolPoint = GameObject.FindGameObjectWithTag("PoolPoint").GetComponent <BulletPooler>();                 //Point pooler
     StartCoroutine("AddRotation");                                                                           //Add rotation
     spriteRendererComponent = GetComponentInChildren <SpriteRenderer>();
     lifeScript       = GetComponent <EnemyLife>();                                                           //Get life script
     enemySpawnSystem = GameObject.FindGameObjectWithTag("GameController").GetComponent <EnemySpawnSystem>(); //Find the enemySpawnSystem
 }
Exemple #4
0
    public override void Start()
    {
        camera_rect = Camera.main.GetComponent <CameraRect>();
        leftmost_x  = camera_rect.bottomleft.transform.position.x;
        rightmost_x = camera_rect.topright.transform.position.x;
        top_y       = camera_rect.topright.transform.position.y;

        BulletPooler.PopulateBulletPool();
    }
Exemple #5
0
    public void CreateEnemyBullet()
    {
        // Spawn bullets at top of screen in random positions
        Vector2    new_bullet_pos = new Vector2(UnityEngine.Random.Range(leftmost_x, rightmost_x), top_y - offset_from_top_of_screen);
        GameObject new_bullet     = BulletPooler.GetEnemyBullet(new_bullet_pos);;

        cur_bullet_cooldown = bullet_cooldown;
        current_round_record.num_enemy_bullets_fired++;
    }
Exemple #6
0
    public void ShootBullet()
    {
        cur_cooldown = shot_cooldown;

        // Record a bullet was shot
        GameObject new_bullet = BulletPooler.GetPlayerBullet(this.transform.position);

        new_bullet.GetComponent <Rigidbody2D>().velocity = new Vector2(0, player_bullet_speed);
        previous_bullet = new_bullet.GetComponent <Bullet>();
        SpaceInvaders.space_invaders.current_round_record.num_player_shots++;
    }
Exemple #7
0
    public void DestroyThisBullet()
    {
        if (shot_by_player && SpaceInvaders.space_invaders.round_running)
        {
            SpaceInvaders.space_invaders.current_round_record.num_finished_shots++;
        }

        float lifespan = Time.time - time_of_creation;

        shot_by_player = false;
        BulletPooler.DespawnThisBullet(this.gameObject);
    }
Exemple #8
0
    public override void ResetBetweenRounds()
    {
        base.ResetBetweenRounds();

        // Destroy existing space invaders
        if (current_enemy_parent != null)
        {
            Destroy(current_enemy_parent);
        }

        // Reset all bullets
        cur_bullet_cooldown = 0;
        BulletPooler.DespawnAllBullets();

        current_round_record = new SpaceInvadersRecord();
    }
Exemple #9
0
    // Initialization
    void Start()
    {
        FireRate    = fireRate;
        BulletSpeed = bulletSpeed;

        bulletPooler = BulletPooler.Instance;
        Magazine     = bulletPooler;

        if (firePoint != null)
        {
            FirePoint = firePoint;
            Debug.Log("Connected to Transform of Muzzle");
        }
        else
        {
            Debug.Log("Need to assign Transform of Muzzle");
        }
    }
 private void Awake()
 {
     pools  = poolLists.getPools();
     pooler = this;
 }
Exemple #11
0
 void Awake()
 {
     SharedInstance = this;
 }
 private void Start()
 {
     pool = GameObject.FindGameObjectWithTag("PoolPlayer").GetComponent <BulletPooler>();
 }
Exemple #13
0
 // Use this for initialization
 void Awake()
 {
     current = this;
 }
 private void Awake()
 {
     Instance = this;
 }
Exemple #15
0
    // Use this for initialization

    void Awake()
    {
        current = this;
    }
Exemple #16
0
 private void Awake()
 {
     bulletPoolInstance = this;
 }
Exemple #17
0
 // Start is called before the first frame update
 void Awake()
 {
     instance = this;
 }
Exemple #18
0
 void Awake()
 {
     SharedBulletPool = this;
 }
 private void Awake()
 {
     current = this;
 }