Esempio n. 1
0
    void load_hint_arrows()
    {
        this.enabled_hint_arrows = new List <GameObject>();
        GameObject arrow = Resources.Load("hint") as GameObject;

        this.hint_arrows = new CGameObjectPool <GameObject>(10, arrow, (GameObject original) =>
        {
            GameObject clone = GameObject.Instantiate(original) as GameObject;
            clone.SetActive(false);
            return(clone);
        });
    }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        int number = 0;

        this.monster_pool = new CGameObjectPool <GameObject>(5, () =>
        {
            ++number;
            GameObject obj = new GameObject("monster" + number);
            return(obj);
        });

        this.monsters    = new List <GameObject>();
        this.remove_list = new List <GameObject>();
    }
Esempio n. 3
0
    void Awake()
    {
        this.donuts_small_pool = new CGameObjectPool <GameObject>(3, this.donuts_small_ef_prefab,
                                                                  (GameObject original) =>
        {
            GameObject obj = GameObject.Instantiate(original) as GameObject;
            obj.SetActive(false);
            return(obj);
        });

        this.donuts_big_pool = new CGameObjectPool <GameObject>(3, this.donuts_big_ef_prefab,
                                                                (GameObject original) =>
        {
            GameObject obj = GameObject.Instantiate(original) as GameObject;
            obj.SetActive(false);
            return(obj);
        });
    }
Esempio n. 4
0
    void Awake()
    {
        this.live_objects = new List <GameObject>();
        this.enemy_pools  = new List <CGameObjectPool <GameObject> >();
        for (int i = 0; i < this.prefab_enemies.Length; ++i)
        {
            CGameObjectPool <GameObject> pool = new CGameObjectPool <GameObject>(10,
                                                                                 this.prefab_enemies[i],
                                                                                 (GameObject original) =>
            {
                GameObject inst       = GameObject.Instantiate(original);
                inst.transform.parent = transform;
                inst.SetActive(false);
                return(inst);
            });

            this.enemy_pools.Add(pool);
        }
    }
Esempio n. 5
0
    void Awake()
    {
        GameObject original = Resources.Load <GameObject>("character/enemy_ui");

        this.pool_enemy = new CGameObjectPool <GameObject>(5, original, (GameObject obj) =>
        {
            GameObject clone = GameObject.Instantiate(obj);
            clone.SetActive(false);
            return(clone);
        });

        this.live_objects    = new List <GameObject>();
        this.skill_manager   = gameObject.AddComponent <CSkillManager>();
        this.success_targets = new Queue <GameObject>();

        this.x_positions = new List <float>();
        this.x_positions.Add(-180.0f);
        this.x_positions.Add(-60.0f);
        this.x_positions.Add(60.0f);
        this.x_positions.Add(180.0f);
    }
Esempio n. 6
0
    public void load_all()
    {
        GameObject original = Resources.Load <GameObject>("effects/ef_fly");

        this.pool_fly = new CGameObjectPool <GameObject>(4,
                                                         original, (GameObject obj) =>
        {
            GameObject clone = GameObject.Instantiate(obj);
            clone.SetActive(false);
            return(clone);
        });

        original          = Resources.Load <GameObject>("effects/ef_destroy");
        this.pool_destroy = new CGameObjectPool <GameObject>(3,
                                                             original, (GameObject obj) =>
        {
            GameObject clone = GameObject.Instantiate(obj);
            clone.SetActive(false);
            return(clone);
        });

        this.ef_heart = GameObject.Instantiate(Resources.Load <GameObject>("effects/ef_heart")) as GameObject;
        this.ef_heart.SetActive(false);
    }