void Update() { if (CanFire && TurretTransforms != null) { foreach (Transform T in TurretTransforms) { PumpkinManager.SpawnAmmo(T.position, T.rotation); Debug.Log("Pumpkin ammo fired"); } CanFire = false; Invoke("EnableFire", ReloadDelay); } }
void Awake() { if (AmmoManagerSingleton != null) { Destroy(GetComponent <AmmoManager>()); return; } AmmoManagerSingleton = this; AmmoArray = new GameObject[PoolSize]; for (int i = 0; i < PoolSize; ++i) { AmmoArray[i] = Instantiate(AmmoPrefab, Vector3.zero, Quaternion.identity, transform) as GameObject; Transform ObjTransform = AmmoArray[i].transform; AmmoQueue.Enqueue(ObjTransform); AmmoArray[i].SetActive(false); } }