private void Awake() { PoolSystem.InitiliazePool(_hitPrefabVFX, null, _poolSize); PoolSystem.InitiliazePool(_explositionVFX, null, _poolSize); PoolSystem.InitiliazePool(_deathDefaultPrefabVFX, null, _poolSize); PoolSystem.InitiliazePool(_bulletTrailVFX, null, _poolSize); }
protected override void Awake() { //Initiliaze projectil pool PoolSystem.InitiliazePool(_projectilPrefab, null, 1); //Get controller components from scene _vfxController = FindObjectOfType <VFXControllerComponent>(); _cameraController = FindObjectOfType <CameraControllerComponent>(); _weaponHolderController = FindObjectOfType <WeaponHolderComponent>(); //Get the player transform from the root of this object _playerForward = transform.root; //Stop update method enabled = false; base.Awake(); }
private void Awake() => PoolSystem.InitiliazePool(_sfxSource, null, _poolSize);