Esempio n. 1
0
    public void Pooling(GameObject prefab, string type, int amount = 10)
    {
        if (!SkillObj.ContainsKey(type))
        {
            List <GameObject> list = new List <GameObject>();
            SkillObj.Add(type, list);
        }
        List <GameObject> tempList = new List <GameObject>();

        for (int i = 0; i < amount; ++i)
        {
            GameObject obj = Instantiate(prefab, mySkills.transform);
            obj.SetActive(false);
            tempList.Add(obj);
            switch (type)
            {
            case "Q":
                obj.GetComponent <AlistarQ>().mySkill = this;
                break;

            case "E":
                obj.GetComponent <AlistarE>().mySkill = this;
                break;
            }
        }
        SkillObj[type].InsertRange(0, tempList);
    }
Esempio n. 2
0
    public void Pooling(GameObject prefab, string type, int amount = 10)
    {
        if (!SkillObj.ContainsKey(type))
        {
            List <GameObject> list = new List <GameObject>();
            SkillObj.Add(type, list);
        }
        List <GameObject> tempList = new List <GameObject>();

        for (int i = 0; i < amount; ++i)
        {
            GameObject obj = Instantiate(prefab, mySkills.transform);
            obj.GetComponent <SkillFactioner>().ChampFogEntity = TheChampionBehaviour.GetComponent <FogOfWarEntity>();
            if (team == "")
            {
                team = GetComponent <PhotonView>().owner.GetTeam().ToString();
            }
            if (team.Equals("red"))
            {
                obj.GetComponent <FogOfWarEntity>().faction = FogOfWar.Players.Player00;
            }
            else if (team.Equals("blue"))
            {
                obj.GetComponent <FogOfWarEntity>().faction = FogOfWar.Players.Player01;
            }
            obj.SetActive(false);
            tempList.Add(obj);
            switch (type)
            {
            case "Q":
                obj.GetComponent <AlistarQ>().mySkill = this;
                break;

            case "E":
                obj.GetComponent <AlistarE>().mySkill = this;
                break;
            }
        }
        SkillObj[type].InsertRange(0, tempList);
    }