Esempio n. 1
0
    /// <summary>
    /// This function creates the Object Pool for bullet Game Objects
    /// </summary>
    /// <param name="type"></param>
    private void _BuildBulletPool(BulletType type)
    {
        // create empty Queue structure
        m_bulletPool = new Queue <GameObject>();

        for (int count = 0; count < MaxBullets; count++)
        {
            var tempBullet = BulletFactory.Instance().createBullet(type);
            m_bulletPool.Enqueue(tempBullet);
        }
    }
    /// <summary>
    /// This function creates the Object Pool for bullet Game Objects
    /// </summary>
    /// <param name="enemyBulletType"></param>
    private void _BuildBulletPool(BulletType enemyBulletType, BulletType playerBulletType)
    {
        // create empty Queue structures
        m_enemyBulletPool  = new Queue <GameObject>();
        m_playerBulletPool = new Queue <GameObject>();

        for (int count = 0; count < MaxBullets; count++)
        {
            var tempEnemyBullet = BulletFactory.Instance().createBullet(enemyBulletType);
            m_enemyBulletPool.Enqueue(tempEnemyBullet);

            var tempPlayerBullet = BulletFactory.Instance().createBullet(playerBulletType);
            m_playerBulletPool.Enqueue(tempPlayerBullet);
        }
    }
Esempio n. 3
0
    private void BuildBulletPool()
    {
        playerBulletPool = new Queue <GameObject>();
        enemyBulletPool  = new Queue <GameObject>();

        for (int i = 0; i < maxBullets; i++)
        {
            var tempPlayBullet = BulletFactory.Instance().CreateBullet(BulletType.PlayerBullet, playerAmmo.transform);
            tempPlayBullet.GetComponent <BulletController>().bulletType    = BulletType.PlayerBullet;
            tempPlayBullet.GetComponent <BulletController>().bulletManager = this;
            tempPlayBullet.SetActive(false);
            playerBulletPool.Enqueue(tempPlayBullet);

            var tempNmeBullet = BulletFactory.Instance().CreateBullet(BulletType.EnemyBullet, enemyAmmo.transform);
            tempNmeBullet.GetComponent <BulletController>().bulletType    = BulletType.EnemyBullet;
            tempNmeBullet.GetComponent <BulletController>().bulletManager = this;
            tempNmeBullet.SetActive(false);
            enemyBulletPool.Enqueue(tempNmeBullet);
        }
    }