Esempio n. 1
0
 private void OnEnable()
 {
     isFocused    = false;
     isShooting   = false;
     canShoot     = true;
     GameManager  = DnmkGameManager.Instance;
     normalSpeed  = GameManager.DnmkPlayer.NormalSpeed;
     focusedSpeed = GameManager.DnmkPlayer.FocusedSpeed;
 }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        GameManager = DnmkGameManager.Instance;

        for (int i = 0; i < queueSize; i++)
        {
            GameObject particleSystem = Instantiate(defaultParticleSystemPrefab, transform);
            SetupBulletPlayingFieldCollider(particleSystem.GetComponent <ParticleSystem>());
            particleSystemPool.Enqueue(particleSystem);
        }
        IsReady = true;
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        GameManager = DnmkGameManager.Instance;
        if (GameManager == null)
        {
            Debug.LogWarning("GameManager is null - possibly not enough time to initialize!", gameObject);
        }

        if (rotateSpeed != 0 && !rotateEachBurstIndependently)
        {
            StartCoroutine(RotateBulletCenterPivot(transform, rotateSpeed));
        }
        StartCoroutine(SpawnerCleanup());
    }
Esempio n. 4
0
 // Use this for initialization
 void Start()
 {
     GameManager = DnmkGameManager.Instance;
     if (PlayerInstance = FindObjectOfType <DnmkPlayer>())
     {
         Debug.Log("Existing Player instance found.");
     }
     else
     {
         PlayerInstance = Instantiate(playerPrefab).GetComponent <DnmkPlayer>();
         Debug.Log("Creating new Player instance.");
     }
     PlayerInstance.PlayerManager = this;
     IsReady = true;
 }
Esempio n. 5
0
 // Use this for initialization
 void Start()
 {
     GameManager = DnmkGameManager.Instance;
     IsReady     = true;
 }