private void Awake() { _rb = GetComponent <Rigidbody>(); _bulletPool = GetComponentInChildren <BulletsPool>(); _weaponSystem = GetComponentInChildren <WeaponSystem>(); _player = GameObject.FindWithTag("Player").transform; }
public PlayerController(PlayerModel playerModel, PlayerView playerView, Transform spawnPoint, BulletsPool bulletsPool, Action gameOver) { _playerModel = playerModel; _playerView = playerView.Init(spawnPoint); _bulletsPool = bulletsPool; _playerView.Repaint(gameOver); }
void Start() { bulletsPool = GameObject.Find("BulletPool").GetComponent <BulletsPool> (); onDragAimJoystick = GameObject.Find("AimBackgroundJoystick").GetComponent <VirtualJoystick> (); _as = GetComponent <AudioSource> (); if (GameObject.Find("FireButton") != null) { fireButton = GameObject.Find("FireButton").GetComponent <VirtualButton> (); } InvokeRepeating("CreateBullet", 0, fireRate); }
private bool _isBulletInPool; // HotFix private void Awake() { // Binds from _rb = GetComponent <Rigidbody>(); _bulletspool = GetComponentInParent <BulletsPool>(); // Damage = BulletSettings.Damage; _force = BulletSettings.Force; // _isBulletInPool = true; }
void Awake() { if (bulletsPoolInstance == null) { bulletsPoolInstance = this; } else { Destroy(gameObject); } }
public static BulletsPool bulletsPoolInstance; //子弹池实例 void Awake() { //初始化武器类型 nowType = GunEnum.normal; boomObj.bullet = boom; setObj.bullet = sett; roketObj.bullet = roket; bulletsPoolInstance = this; //把本对象作为实例 //初始化子弹 InitBullet(boomObj); InitBullet(setObj); InitBullet(roketObj); }
} //closed singleton private void Awake() { if (Instance != null) { Destroy(this); } else { Instance = this; } foreach (Transform child in transform) { bullets.Add(child.gameObject); } }
private void Awake() { playerInstance = this; bulletPool_Ins = BulletsPool.bulletsPoolInstance; selfHpbar = Instantiate(Resources.Load <GameObject>("Prefab/HpCanvas"), this.transform.position + hpHeight * Vector3.up, Quaternion.identity) as GameObject; //初始化子弹 gunType = GunEnum.normal; gunnameText = selfHpbar.transform.Find("Text").GetComponent <Text>(); shotTransform = gameObject.transform.Find("FirePoint").transform; //初始化音效 attackAudio = Resources.Load <AudioClip>("Sound/gunshot"); roketAudio = Resources.Load <AudioClip>("Sound/roket"); deathAudio = Resources.Load <AudioClip>("Sound/game_over"); hitAudio = Resources.Load <AudioClip>("Sound/Hit"); playerMesh = transform.Find("Mesh").GetComponent <SkinnedMeshRenderer>(); playerMesh.material = Resources.Load <Material>("Materials/Player/Player" + PlayerPrefs.GetInt("PlayerMatID", 0).ToString()); //初始化特效 //skillEffect = transform.Find("LinRenderer").GetComponent<LineRenderer>(); }
void Awake() { //Obtemos el índice del último diseño equipado currentArtStye = PlayerPrefs.GetInt("CurrentArtStyle"); //Instanciamos al player según el diseño obtenido Instantiate(artStyles [currentArtStye].player, Vector2.zero, Quaternion.identity); enemyPool = GameObject.Find("EnemyPool").GetComponent <EnemyPool>(); bulletPool = GameObject.Find("BulletPool").GetComponent <BulletsPool>(); //Por cada tipo de enemigo en el diseño obtenido se les agrega al pool de enemigos for (int i = 0; i < artStyles[currentArtStye].enemies.Length; i++) { GameObject newEnemyType = artStyles [currentArtStye].enemies [i]; enemyPool.enemiesTypes [i] = newEnemyType; } //Agregamos la bala correspondiente bulletPool.bulletPrefab = artStyles[currentArtStye].bullet; if (artStyles [currentArtStye].background != null) { //Asignamos el respectivo background sólo si el artystyle tiene uno background.sprite = artStyles [currentArtStye].background; } else { //En caso contrario desactivamos el fondo background.gameObject.SetActive(false); } //Cambiamos de color al background(Por ahora el de la cámara) /*Color newColor = new Color(1/artStyles[currentArtStye].backgroundColor.x, * 1/artStyles[currentArtStye].backgroundColor.y, * 1/artStyles[currentArtStye].backgroundColor.z); * Camera.main.backgroundColor = newColor;*/ Instantiate(artStyles [currentArtStye].virtualController); }
private void Awake() { //单例模式 instance = this; DontDestroyOnLoad(gameObject); }
private int currentIndex = 0; //当前指向链表位置索引 void Awake() { bulletsPoolInstance = this; //把本对象作为实例。 }
private int currentIndex = 0; //当前指向链表位置索引 void Awake() { Instance = this; //把本对象作为实例。 }
void Awake() { pool = this; }
void Awake() { Instance = this; LoadBullets(); }