// ********* AWAKE ********* void Awake() { // SET SIZES FOR EACH TYPE bigSize.x = 50; bigSize.y = 50; bigSize.z = 10; medSize.x = bigSize.x * modifierMedium; medSize.y = bigSize.y * modifierMedium; medSize.z = 10; smallSize.x = bigSize.x * modifierSmall; smallSize.y = bigSize.y * modifierSmall; smallSize.z = 10; // pool elements creation // BIG ASTEROIDS poolBig = new GameObject[bigAmount]; for(int i = 0; i < poolBig.Length; i++){ poolBig[i] = GameObject.Instantiate(Prefab) as GameObject; SetSize(poolBig[i],Sizes.big); // set name, sound and size. Radius set by itself poolBig[i].SetActiveRecursively(false); } // MEDIUM ASTEROIDS poolMed = new GameObject[bigAmount*2]; // 2 med asteroid, for each big one for(int i = 0; i < poolMed.Length; i++){ poolMed[i] = GameObject.Instantiate(Prefab) as GameObject; SetSize(poolMed[i],Sizes.medium); // set name, sound and size. Radius set by itself poolMed[i].SetActiveRecursively(false); } // SMALL ASTEROIDS poolSma = new GameObject[bigAmount*4]; // 4 small asteroid, for each big one for(int i = 0; i < poolSma.Length; i++){ poolSma[i] = GameObject.Instantiate(Prefab) as GameObject; SetSize(poolSma[i],Sizes.small); // set name, sound and size. Radius set by itself poolSma[i].SetActiveRecursively(false); } // Set starting position startPos.x = Screen.width; startPos.y = Screen.height; startPos.z = 0; // Explosions pool ep = MonoBehaviour.FindObjectOfType(typeof(ExplPool)) as ExplPool; }
void Awake() { ep = MonoBehaviour.FindObjectOfType(typeof(ExplPool)) as ExplPool; texOffset.x = 0.0f; texOffset.y = 0.0f; }
protected override void Awake() { base.Awake(); this.Radius = 25; ep = MonoBehaviour.FindObjectOfType(typeof(ExplPool)) as ExplPool; }