// Start is called before the first frame update void Start() { pool = GetComponent <PoolManagerObjects>(); playerComponent = GetComponent <PlayerComponent>(); time = 60 / dpm; currentTime = time; }
// Start is called before the first frame update void Start() { pool = GetComponent <PoolManagerObjects>(); enemyComponent = GetComponent <EnemyComponent>(); time = 60 / dpm; currentTime = time; }
// Start is called before the first frame update void Start() { enemySpawnPos = Camera.main.ViewportToWorldPoint(new Vector2(0.5f, 1)); enemyLimitPos = Camera.main.ViewportToWorldPoint(new Vector2(0.5f, 0)); Vector3 startPos = Camera.main.ViewportToWorldPoint(new Vector2(0.5f, 0.2f)); startPos = new Vector3(startPos.x, startPos.y, 0); Instantiate(playerComponentPrefab, startPos, Quaternion.identity); foreach (var enemyPrefab in enemiesPrefab) { PoolManagerObjects poolManagerObjects = gameObject.AddComponent <PoolManagerObjects>(); poolManagerObjects.objPrefab = enemyPrefab.gameObject; poolManagerObjects.poolSize = 10; poolManagerFictionary.Add(enemyPrefab.enemyType, poolManagerObjects); } }
public void SetPoolManager(PoolManagerObjects poolManagerObjects) { this.poolManagerObjects = poolManagerObjects; }