public void Spawn(Vector3 pos) { Turret turret; pool.Spawn(out turret); turret.transform.position = pos; }
public void Spawn(Vector3 position, int value) { Multiplier multiplier; pool.Spawn(out multiplier); multiplier.Activate(position, value); }
public void Spawn(Vector3 pos) { Projectile projectile; pool.Spawn(out projectile); projectile.transform.position = pos; }
public void Spawn(GameObject go) { HitEffect hitEffect; pool.Spawn(out hitEffect); hitEffect.transform.position = go.transform.position; hitEffect.Activate(); }
public void Spawn(GameObject go) { Explosion explosion; pool.Spawn(out explosion); explosion.transform.position = go.transform.position; StartCoroutine(Boom(explosion)); }
public void SpawnAt(Vector3 position) { ParticleSystem psys; pool.Spawn(out psys); psys.transform.position = position; psys.Play(); StartCoroutine(DespawnWhenDone(psys, pool)); }
public void ActivatePlayers() { for (int i = 0; i < players.NumElements; ++i) { Player p; players.Spawn(out p); playerSet.Add(p.gameObject); p.transform.position = spawnPoints.Count > 0 ? spawnPoints[Random.Range(0, spawnPoints.Count)].transform.position : Vector3.zero; p.Activate(); } }