// Use this for initialization
    void Start()
    {
        instance = this;

        for (int i = 0; i < poolAmount; i++) {
            GameObject go = (GameObject) Instantiate(pooledObject,transform.position,transform.rotation);
            go.SetActive(false);
            pooledObjects.Add(go);

        }
    }
Exemple #2
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    private void Awake()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            instance = this;
        }

        DontDestroyOnLoad(this);
    }
Exemple #3
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    void Awake()
    {
        m_Player = Instantiate(m_PlayerPrefab.transform, m_LevelPart[0].LevelTransform.transform.position, Quaternion.identity);
        m_CharacterController = m_Player.GetComponent <CharacterController>();
        m_ParticlePooling     = GameObject.Find("ParticlePooling").GetComponent <ParticlePooling>();

        m_levelPartsInstantiate = new LevelPart[m_LevelPart.Length * m_nbPart];

        UnityEngine.Random.InitState(GameObject.Find("seed").GetComponent <Seed>().seed);

        InstantiateLevelPart();

        SpawnFirstParts();
    }
Exemple #4
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    private void Awake()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            instance = this;
        }

        DontDestroyOnLoad(this);


        typeInstantiateMap[typeof(ProjectileData)]          = particleInstantiate;
        typeInstantiateMap[typeof(ProjectileEvolutiveData)] = particleInstantiateEvolutive;
        typeInstantiateMap[typeof(ProjectileGuidedData)]    = particleInstantiateHoming;

        typeKillMap[typeof(ProjectileData)]          = destroyParticle;
        typeKillMap[typeof(ProjectileEvolutiveData)] = destroyEvolutive;
        typeKillMap[typeof(ProjectileGuidedData)]    = destroyHoming;
    }
 private void Awake()
 {
     m_ParticlePooling = GameObject.Find("ParticlePooling").GetComponent <ParticlePooling>();
 }