private void AddButtons(int count) { if (_buttonPool == null) { if (_prefab != null && _container != null) { _buttonPool = new DynamicObjectPool <SpecialTestButton>(); _buttonPool.Init(_prefab, _container, OnButtonCreated); } else { LoggingUtil.LogDebugError("Dynamic Pools require a prefab and container rect."); return; } } /* If you are doing muiltiplechanges and the attached object has a layout group attached, * as is the case with UI, it is important to disable the container. This prevents the layout * being recalculated for every object added. */ _container.gameObject.SetActive(false); for (int i = 0; i < count; i++) { _buttonPool.AddItem(ref _nextObjectCount); } //reactivate after all items added; _container.gameObject.SetActive(true); }
void Start() { currentWaveType = WaveType.Intro; dynamicPool = (DynamicObjectPool)poolGameObject.GetComponent(typeof(DynamicObjectPool)); shopText.text = ""; waveText.text = "Wave: 1"; waveCount = 1; }
//Luke Smith // Use this for initialization void Start() { //pooledTurrets = new List<TurretController> (); dynamicPool = (DynamicObjectPool)poolGameObject.GetComponent(typeof(DynamicObjectPool)); instance = this; turretLimitLevels = new Dictionary <int, int>(); turretLimitLevels.Add(0, 1); turretLimitLevels.Add(100, 3); turretLimitLevels.Add(200, 5); turretLimitLevels.Add(300, 10); turretCostLevels = new Dictionary <string, int>(); turretCostLevels.Add("AutoTurret", 25); turretCostLevels.Add("LaserTurret", 75); turretCostLevels.Add("MultiTurret", 50); turretCostLevels.Add("OrbitalTurret", 100); }
public void CreateEnemyPools() { _enemyPools.Clear(); _bulletPools.Clear(); for (int i = 0; i < _enemyAssetMapper.Length; i++) { var currentMap = _enemyAssetMapper[i]; // Preload a pool of each enemy to reuse them var handle = _enemyAssetMapper[i].Reference.LoadAssetAsync <GameObject>(); handle.Completed += (h) => { // Creating enemy _enemyPools[currentMap.Type] = new DynamicObjectPool() { GameObjectPrefab = h.Result }; _enemyPools[currentMap.Type].Create(); }; } for (int i = 0; i < _bulletAssetMapper.Length; i++) { // Preload a pool of each bullet type to reuse them BulletType type = _bulletAssetMapper[i].Type; var bHandle = _bulletAssetTable[_bulletAssetMapper[i].Type].LoadAssetAsync <GameObject>(); bHandle.Completed += (h) => { _bulletPools[type] = new DynamicObjectPool() { GameObjectPrefab = h.Result }; _bulletPools[type].Create(); }; } }
// Use this for initialization public void Start() { dynamicPool = (DynamicObjectPool)EnemySpawner.instance.poolGameObject.GetComponent(typeof(DynamicObjectPool)); Reset(); }
void Start() { dynamicPool = (DynamicObjectPool)poolGameObject.GetComponent(typeof(DynamicObjectPool)); }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); dynamicPool = (DynamicObjectPool)EnemySpawner.instance.poolGameObject.GetComponent(typeof(DynamicObjectPool)); }
// Use this for initialization void Start() { dynamicPool = (DynamicObjectPool)poolGameObject.GetComponent(typeof(DynamicObjectPool)); turretToSpawn = null; }