void Start() { _objectPoolingManager = ObjectPoolingManager.Instance; if (TotalVisiblePlatforms >= PlatformPositions.Count) { throw new ArgumentOutOfRangeException("Total visible platforms must be less or equal the number of platform positions."); } if (TotalInitialVisiblePlatforms >= PlatformPositions.Count) { throw new ArgumentOutOfRangeException("Total initial visible platforms must be less or equal the number of platform positions."); } for (var i = 0; i < PlatformPositions.Count; i++) { _worldSpacePlatformCoordinates.Add(transform.TransformPoint(PlatformPositions[i])); } for (var i = 0; i < TotalInitialVisiblePlatforms; i++) { var platform = _objectPoolingManager.GetObject( PlatformPrefab.name, _worldSpacePlatformCoordinates[i]); _currentPlatforms.Enqueue(platform); _currentIndex = i; } }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; Logger.Info("Enabling half wheel " + this.name); GameObject platform = _objectPoolingManager.GetObject(floatingAttachedPlatform.name); _currentAngle = startDirection == Direction.Right ? -Mathf.PI : 0f; #if USE_CIRCLE Quaternion q = Quaternion.AngleAxis(_currentAngle, Vector3.forward); Vector3 rotated = new Vector3(width * Mathf.Cos(_currentAngle), height * Mathf.Sin(_currentAngle), 0.0f); rotated = q * rotated + this.transform.position; #else Vector3 initial = new Vector3(transform.position.x + radius, transform.position.y, transform.position.z); Vector3 rotated = new Vector3( Mathf.Cos(_currentAngle) * (initial.x - transform.position.x) - Mathf.Sin(_currentAngle) * (initial.y - transform.position.y) + transform.position.x , Mathf.Sin(_currentAngle) * (initial.x - transform.position.x) + Mathf.Cos(_currentAngle) * (initial.y - transform.position.y) + transform.position.y , transform.position.z); #endif platform.transform.position = rotated; _platform = platform; _currentDirection = startDirection; _nextStartTime = Time.time + stopDuration; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; Logger.Trace("Enabling EnemySpawnManager " + this.name); _nextSpawnTime = Time.time; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; Logger.Info("Enabling half wheel " + name); var platform = _objectPoolingManager.GetObject(FloatingAttachedPlatform.name); _currentAngle = StartDirection == Direction.Right ? -Mathf.PI : 0f; Vector3 initial = new Vector3( transform.position.x + Radius, transform.position.y, transform.position.z); Vector3 rotated = new Vector3( Mathf.Cos(_currentAngle) * (initial.x - transform.position.x) - Mathf.Sin(_currentAngle) * (initial.y - transform.position.y) + transform.position.x, Mathf.Sin(_currentAngle) * (initial.x - transform.position.x) + Mathf.Cos(_currentAngle) * (initial.y - transform.position.y) + transform.position.y, transform.position.z); platform.transform.position = rotated; _platform = platform; _currentDirection = StartDirection; _nextStartTime = Time.time + StopDuration; }
public void Start() { inventory = new InventorySystem(); equipmentSystem = new EquipmentManager(); equipmentSystem.Start(); objPoolManager = GameManager.instance.objPoolManager; //Test Items for (int i = 0; i < testItems.Length; i++) { inventory.Add(testItems[i].GetComponent <ItemPickup>().item, 17); } inventory.TestInventory(); Invoke("setBounds", 0.1f); currentPath = null; localScale = healthbar.localScale; if (objPoolManager.itemmanager.tester == null) { objPoolManager.itemmanager.initializeEnemies(); } else { objPoolManager.itemmanager.loadEnemies(); } }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; _playerController = GameManager.instance.player; Logger.Info("Enabled sentry canon " + this.GetHashCode()); }
void OnEnable() { _playerController = GameManager.instance.player; if (_objectPoolingManager == null) { _objectPoolingManager = ObjectPoolingManager.Instance; for (int i = 0; i < platformGroupPositions.Count; i++) { platformGroupPositions[i].gameObjects = new GameObject[platformGroupPositions[i].positions.Count]; platformGroupPositions[i].worldSpaceCoordinates = new Vector3[platformGroupPositions[i].positions.Count]; for (int j = 0; j < platformGroupPositions[i].positions.Count; j++) { platformGroupPositions[i].worldSpaceCoordinates[j] = this.transform.TransformPoint(platformGroupPositions[i].positions[j]); } } } if (platformGroupPositions.Count < 2) { throw new ArgumentOutOfRangeException("There must be at least two platform position groups."); } if (platformGroupStartIndex < 0 || platformGroupStartIndex >= platformGroupPositions.Count) { SwitchGroups(0); } else { SwitchGroups(platformGroupStartIndex); } _playerController.OnJumpedThisFrame += _playerController_OnJumpedThisFrame; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; _startAngleRad = StartAngle * Mathf.Deg2Rad; _endAngleRad = EndAngle * Mathf.Deg2Rad; _totalAngleRad = Mathf.Abs(_endAngleRad - _startAngleRad); _isMovingTowardsEndPoint = true; _directionFactor = _startAngleRad > _endAngleRad ? -1f : 1f; var platform = _objectPoolingManager.GetObject(FloatingAttachedPlatform.name); _currentAngle = _startAngleRad; var initial = new Vector3(transform.position.x + Radius, transform.position.y, transform.position.z); var rotated = new Vector3( Mathf.Cos(_currentAngle) * (initial.x - transform.position.x) - Mathf.Sin(_currentAngle) * (initial.y - transform.position.y) + transform.position.x, Mathf.Sin(_currentAngle) * (initial.x - transform.position.x) + Mathf.Cos(_currentAngle) * (initial.y - transform.position.y) + transform.position.y, transform.position.z); platform.transform.position = rotated; _platform = platform; _nextStartTime = Time.time + StopDuration; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; _playerController = GameManager.instance.player; _currentfireDirectionVectorGroupIndex = 0; }
private void Awake() { instance = this; enemies = new List <GameObject>(3); //enemyPrefab = (GameObject)Resources.Load("Prefabs/Enemy", typeof(GameObject)); }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; var platforms = new List <GameObjectContainer>(); var twoPi = Mathf.PI * 2f; for (var angle = 0f; angle < twoPi; angle += twoPi / TotalPlatforms) { var platform = _objectPoolingManager.GetObject(FloatingAttachedPlatform.name); var quaternion = Quaternion.AngleAxis(angle, Vector3.forward); var rotated = new Vector3( Width * Mathf.Cos(angle), Height * Mathf.Sin(angle), 0.0f); rotated = quaternion * rotated + transform.position; platform.transform.position = rotated; platforms.Add(new GameObjectContainer { GameObject = platform, Angle = angle }); } _platforms = platforms; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; Logger.Info("Enabling wheel " + this.name); List <GameObjectContainer> platforms = new List <GameObjectContainer>(); for (float angle = 0f; angle < 360 * Mathf.Deg2Rad; angle += 360 * Mathf.Deg2Rad / totalPlatforms) { GameObject platform = _objectPoolingManager.GetObject(floatingAttachedPlatform.name); Vector3 initial = new Vector3(transform.position.x + radius, transform.position.y, transform.position.z); Vector3 rotated = new Vector3( Mathf.Cos(angle) * (initial.x - transform.position.x) - Mathf.Sin(angle) * (initial.y - transform.position.y) + transform.position.x , Mathf.Sin(angle) * (initial.x - transform.position.x) - Mathf.Cos(angle) * (initial.y - transform.position.y) + transform.position.y , transform.position.z); platform.transform.position = rotated; platforms.Add(new GameObjectContainer() { GameObject = platform, Angle = angle }); } _platforms = platforms; }
void OnEnable() { _objectPoolingManager = ObjectPoolingManager.Instance; List <GameObjectContainer> platforms = new List <GameObjectContainer>(); float twoPi = Mathf.PI * 2f; for (float angle = 0f; angle < twoPi; angle += twoPi / totalPlatforms) { GameObject platform = _objectPoolingManager.GetObject(floatingAttachedPlatform.name); Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); Vector3 rotated = new Vector3(width * Mathf.Cos(angle), height * Mathf.Sin(angle), 0.0f); rotated = q * rotated + this.transform.position; platform.transform.position = rotated; platforms.Add(new GameObjectContainer() { GameObject = platform, Angle = angle }); } _platforms = platforms; }
// setup method is run before start void Awake() { instance = this; //Preload bullets bullets = new List <GameObject>(bulletAmount); //Preload grenades grenades = new List <GameObject>(grenadeAmount); for (int i = 0; i < bulletAmount; i++) { GameObject prefabInstance = Instantiate(bulletPrefab); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); bullets.Add(prefabInstance); } for (int i = 0; i < grenadeAmount; i++) { GameObject prefabInstance = Instantiate(grenadePrefab); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); grenades.Add(prefabInstance); } }
void OnEnable() { if (PlatformGroups.Count < 1) { throw new ArgumentOutOfRangeException("There must be at least two platform position groups."); } _playerController = GameManager.Instance.Player; _objectPoolingManager = ObjectPoolingManager.Instance; for (var i = 0; i < PlatformGroups.Count; i++) { PlatformGroups[i].GameObjects = new List <GameObjectContainer>(); } var index = 0; var twoPi = Mathf.PI * 2f; for (var angle = 0f; angle < twoPi; angle += twoPi / TotalPlatforms) { var quaternion = Quaternion.AngleAxis(angle, Vector3.forward); var rotated = new Vector3(Width * Mathf.Cos(angle), Height * Mathf.Sin(angle), 0.0f); rotated = quaternion * rotated + transform.position; GameObject platform = null; // note: we do allow null game objects in case it is a wheel with a single platform switch group if (PlatformGroups[index].DisabledGameObject != null) { platform = _objectPoolingManager.GetObject(PlatformGroups[index].DisabledGameObject.name); platform.transform.position = rotated; } PlatformGroups[index].GameObjects.Add( new GameObjectContainer() { GameObject = platform, Angle = angle }); index = index < PlatformGroups.Count - 1 ? index + 1 : 0; } if (PlatformGroupStartIndex < 0 || PlatformGroupStartIndex >= PlatformGroups.Count) { SwitchGroups(0); } else { SwitchGroups(PlatformGroupStartIndex); } _playerController.JumpedThisFrame += OnPlayerJumpedThisFrame; }
void Awake() { if (Instance != null) { return; } Instance = this; }
public void Start() { if (holdsTraps) { trap = traps[Random.Range(0, traps.Length)]; } obj = GameManager.instance.objPoolManager; }
void OnEnable() { Logger.Trace("Enabling EnemySpawnManager {0}", name); _objectPoolingManager = ObjectPoolingManager.Instance; _nextSpawnTime = Time.time; }
private void Awake() { if (Instance == null) { Instance = this; } shinyLines = new List <GameObject>(); }
private void OnDestroy() { if (Instance != this) { return; } Instance = null; }
// Start is called before the first frame update void Start() { instance = this; for (int i = 0; i < 500; i++) { GameObject t_object = Instantiate(m_goPrefab, Vector3.zero, Quaternion.identity); m_queue.Enqueue(t_object); t_object.SetActive(false); } }
public virtual void Start() { instance = this; MakeObjects(bulletPrefab, bulletQueue, 20); //bullets MakeObjects(tBulletPrefab, tBulletQueue, 10); //tbullets MakeObjects(tBullet2Prefab, tBullet2Queue, 10); //tbullets2 MakeObjects(expBallPrefab, expBallQueue, 20); //expBalls MakeObjects(expPiecePrefab, expPieceQueue, 100); //expPieces MakeObjects(rfbPrefab, rfbQueue, 200); //rotateFireball }
void Awake() { instance = this; spawnRadius = 8; //For each color, generate a list with the starting amount //Then, fill the lists with circles of the aprropriate color //Circles are deactivated until the GetCircle Function is called Green = new List <GameObject> (eachAmount); for (int i = 0; i < eachAmount; i++) { GameObject prefabInstance = Instantiate(prefabCircleGreen); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); Green.Add(prefabInstance); } Blue = new List <GameObject> (eachAmount); for (int i = 0; i < eachAmount; i++) { GameObject prefabInstance = Instantiate(prefabCircleBlue); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); Blue.Add(prefabInstance); } Red = new List <GameObject> (eachAmount); for (int i = 0; i < eachAmount; i++) { GameObject prefabInstance = Instantiate(prefabCircleRed); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); Red.Add(prefabInstance); } Yellow = new List <GameObject> (eachAmount); for (int i = 0; i < eachAmount; i++) { GameObject prefabInstance = Instantiate(prefabCircleYellow); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); Yellow.Add(prefabInstance); } }
// Start is called before the first frame update void Awake() { instance = this; bulletList = new List <GameObject>(bulletCapacity); for (int i = 0; i < bulletCapacity; i++) { GameObject bulletObject = Instantiate(bulletPrefab); bulletObject.transform.SetParent(transform); bulletObject.SetActive(false); bulletList.Add(bulletObject); } }
// Start is called before the first frame update void Awake() { instance = this; bulletList = new List <GameObject>(amount); for (int i = 0; i < amount; i++) { GameObject pfabInstance = Instantiate(bulletPfab); pfabInstance.transform.SetParent(transform); pfabInstance.SetActive(false); bulletList.Add(pfabInstance); } }
// Start is called before the first frame update void Awake() { instance = this; Pasteles = new List <MunicionInfo>(municiPastel); for (int i = 0; i < municiPastel; i++) { MunicionInfo PPrefab; PPrefab.prefab = Instantiate(PastelazoPrefab); PPrefab.prefab.transform.SetParent(transform); PPrefab.prefab.SetActive(false); PPrefab.scriptPastelazoPW = PPrefab.prefab.GetComponent <PastelazoPW>(); Pasteles.Add(PPrefab); } }
private void Awake() { instance = this; bullets = new List <GameObject>(bulletAmount); for (int i = 0; i < bulletAmount; i++) { GameObject prefabInstance = Instantiate(bulletPrefab); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); bullets.Add(prefabInstance); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { ObjectPoolingManager.Instance.GetBullet(); if (ammo > 0) { ammo--; GameObject bulletObject = ObjectPoolingManager.Instantiate(bulletPrefab); bulletObject.transform.position = playerCamera.transform.position + playerCamera.transform.forward; bulletObject.transform.forward = playerCamera.transform.forward; } } }
void OnEnable() { if (platformGroups.Count < 1) { throw new ArgumentOutOfRangeException("There must be at least two platform position groups."); } _playerController = GameManager.instance.player; _objectPoolingManager = ObjectPoolingManager.Instance; for (int i = 0; i < platformGroups.Count; i++) { platformGroups[i].gameObjects = new List <GameObjectContainer>(); } int index = 0; float twoPi = Mathf.PI * 2f; for (float angle = 0f; angle < twoPi; angle += twoPi / totalPlatforms) { Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); Vector3 rotated = new Vector3(width * Mathf.Cos(angle), height * Mathf.Sin(angle), 0.0f); rotated = q * rotated + this.transform.position; GameObject platform = null; // note: we do allow null game objects in case it is a wheel with a single platform switch group if (platformGroups[index].disabledGameObject != null) { platform = _objectPoolingManager.GetObject(platformGroups[index].disabledGameObject.name); platform.transform.position = rotated; } platformGroups[index].gameObjects.Add(new GameObjectContainer() { GameObject = platform, Angle = angle }); index = index < platformGroups.Count - 1 ? index + 1 : 0; } if (platformGroupStartIndex < 0 || platformGroupStartIndex >= platformGroups.Count) { SwitchGroups(0); } else { SwitchGroups(platformGroupStartIndex); } _playerController.OnJumpedThisFrame += _playerController_OnJumpedThisFrame; }
// Start is called before the first frame update void Awake() { instance = this; projectiles = new List <GameObject>(projAmount); for (int i = 0; i < projAmount; i++) { GameObject prefabInstance = Instantiate(projPrefab); prefabInstance.transform.SetParent(transform); prefabInstance.SetActive(false); projectiles.Add(prefabInstance); } }