Esempio n. 1
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        private void HandleOutsideObjectRemoval(OutsideObject outsideObject)
        {
            // Only one of HandleOutsideRemoval should be called so unsubscribe it
            outsideObject.OnOutsideObjectRemovalDistance -= HandleOutsideObjectRemoval;

            // Remove the object from the collection.
            m_OutsideObjects.Remove(outsideObject);

            // Return the object to its object pool.
            m_OutsideObjectPool.ReturnGameObjectToPool(outsideObject.gameObject);
        }
Esempio n. 2
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        private void SpawnOutsideObject()
        {
            // Get an outside object from the object pool.
            GameObject outsideGameObject = m_OutsideObjectPool.GetGameObjectFromPool();

            // Generate a position at a distance forward from the camera within a random position between min and max distance and put the outside object at that position.
            int     dir = Random.Range(0f, 1f) > 0.5 ? 1 : -1;
            var     x   = dir * Random.Range(m_OutsideObjectSpawnMinDistance, m_OutsideObjectSpawnMaxDistance);
            Vector3 outsideObjectPosition = m_Cam.position + Vector3.forward * m_SpawnZoneDistance + new Vector3(x, -m_OutsideObjectHeight, 0);

            outsideGameObject.transform.position = outsideObjectPosition;

            // Get the outside object component and add it to the collection.
            OutsideObject outsideObject = outsideGameObject.GetComponent <OutsideObject>();

            m_OutsideObjects.Add(outsideObject);

            // Subscribe to the asteroids events.
            outsideObject.OnOutsideObjectRemovalDistance += HandleOutsideObjectRemoval;
        }