void Start() { poolPoint = GameObject.FindGameObjectWithTag("PoolPoint").GetComponent <BulletPooler>(); //Point pooler spriteRendererComponent = transform.Find("EnemySprite").GetComponent <SpriteRenderer>(); //Enemy sprite lifeScript = GetComponent <EnemyLife>(); //Get life script maxLife = lifeScript.GetLife(); //get maximum life }
private void Start() { body = GetComponent <Rigidbody>(); singletonPooler = FindObjectOfType <BulletPooler>(); Vector3 ammoLocation = new Vector3(0, 0, 0); Vector3 locationOffset = new Vector3(0, 0, -0.1f); }
void Start() { poolPoint = GameObject.FindGameObjectWithTag("PoolPoint").GetComponent <BulletPooler>(); //Point pooler StartCoroutine("AddRotation"); //Add rotation spriteRendererComponent = GetComponentInChildren <SpriteRenderer>(); lifeScript = GetComponent <EnemyLife>(); //Get life script enemySpawnSystem = GameObject.FindGameObjectWithTag("GameController").GetComponent <EnemySpawnSystem>(); //Find the enemySpawnSystem }
public override void Start() { camera_rect = Camera.main.GetComponent <CameraRect>(); leftmost_x = camera_rect.bottomleft.transform.position.x; rightmost_x = camera_rect.topright.transform.position.x; top_y = camera_rect.topright.transform.position.y; BulletPooler.PopulateBulletPool(); }
public void CreateEnemyBullet() { // Spawn bullets at top of screen in random positions Vector2 new_bullet_pos = new Vector2(UnityEngine.Random.Range(leftmost_x, rightmost_x), top_y - offset_from_top_of_screen); GameObject new_bullet = BulletPooler.GetEnemyBullet(new_bullet_pos);; cur_bullet_cooldown = bullet_cooldown; current_round_record.num_enemy_bullets_fired++; }
public void ShootBullet() { cur_cooldown = shot_cooldown; // Record a bullet was shot GameObject new_bullet = BulletPooler.GetPlayerBullet(this.transform.position); new_bullet.GetComponent <Rigidbody2D>().velocity = new Vector2(0, player_bullet_speed); previous_bullet = new_bullet.GetComponent <Bullet>(); SpaceInvaders.space_invaders.current_round_record.num_player_shots++; }
public void DestroyThisBullet() { if (shot_by_player && SpaceInvaders.space_invaders.round_running) { SpaceInvaders.space_invaders.current_round_record.num_finished_shots++; } float lifespan = Time.time - time_of_creation; shot_by_player = false; BulletPooler.DespawnThisBullet(this.gameObject); }
public override void ResetBetweenRounds() { base.ResetBetweenRounds(); // Destroy existing space invaders if (current_enemy_parent != null) { Destroy(current_enemy_parent); } // Reset all bullets cur_bullet_cooldown = 0; BulletPooler.DespawnAllBullets(); current_round_record = new SpaceInvadersRecord(); }
// Initialization void Start() { FireRate = fireRate; BulletSpeed = bulletSpeed; bulletPooler = BulletPooler.Instance; Magazine = bulletPooler; if (firePoint != null) { FirePoint = firePoint; Debug.Log("Connected to Transform of Muzzle"); } else { Debug.Log("Need to assign Transform of Muzzle"); } }
private void Awake() { pools = poolLists.getPools(); pooler = this; }
void Awake() { SharedInstance = this; }
private void Start() { pool = GameObject.FindGameObjectWithTag("PoolPlayer").GetComponent <BulletPooler>(); }
// Use this for initialization void Awake() { current = this; }
private void Awake() { Instance = this; }
private void Awake() { bulletPoolInstance = this; }
// Start is called before the first frame update void Awake() { instance = this; }
void Awake() { SharedBulletPool = this; }
private void Awake() { current = this; }