void Awake() { trans = GetComponent<Transform>(); rend = GetComponent<Renderer>(); col = GetComponent<Collider>(); gc = GameController.Instance; }
void Awake() { #region Singleton if (_instance == null) { _instance = this; DontDestroyOnLoad(gameObject); } else { if (_instance != this) { Debug.Log("Duplicate of '" + this.GetType() + "' script was removed from '" + gameObject.name + "' gameobject"); Destroy(this); } return; } #endregion sc = new MyScene(sceneSizes); StartCoroutine(load(assetFileName, 1)); sg = new SpheresGenerator(sceneSizes, sphereSize, texBufferSize); ui = new MyUI(); cam = Camera.main; cam.transform.position = camPosition; }
public SpheresGenerator(Vector3 _sceneSizes, float _sphereSize, int _texBufferSize) { gc = GameController.Instance; sphereSize = _sphereSize; texBufferSize = _texBufferSize; spheresHolderTrans = new GameObject().GetComponent<Transform>(); spheresHolderTrans.name = "SpheresHolder"; spheresHolderTrans.position = new Vector3(-_sceneSizes.x / 2 + _sphereSize, _sceneSizes.y, _sphereSize); sphereSpawnGenSize = new Vector3(_sceneSizes.x - 2 * _sphereSize, _sceneSizes.y, _sceneSizes.z - 2 * _sphereSize); spheresPoolTrans = new GameObject().GetComponent<Transform>(); spheresPoolTrans.name = "SpheresPool"; textures = new Texture[2, texBufferSize]; for (int i = 0; i < texBufferSize; i++) GenSphereTexForNextLevel(i); spPool = new Stack<SphereController>(gc.spBufferSize); for (int i = 0; i < gc.spBufferSize; i++) GenNewSphereToPool(i); }