コード例 #1
0
 // Use this for initialization
 void Start()
 {
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("Unit1", enemies[0], this.transform, 10);
     _objectpool.AddObjectPool("Unit2", enemies[1], this.transform, 10);
     _objectpool.AddObjectPool("Unit3", enemies[2], this.transform, 10);
 }
コード例 #2
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 /// <summary>
 /// Setup the object pool with <see cref="ObjectPool"/> added in the inspector. This call MUST be made for the pool to work, and should only be called once per pool's life cycle.
 /// </summary>
 /// <param name="mainParent">The target transform which should be parent to spawned items.</param>
 /// <param name="sortInSubParents">Indicate if there should be created a subgroup for each object that is spawned</param>
 public void Init(Transform mainParent, bool sortInSubParents = true)
 {
     if (_objectPool == null)
     {
         _objectPool = new DictionaryObjectPool();
         Transform realParent = null;
         foreach (ObjectPoolLookupName opln in _serilizableObject)
         {
             if (opln.SerilizableObject.Prefab == null)
             {
                 Debug.LogError("Prefeb in Object target object for scriptableobject object pool " + name + " was null. Check your setup of the scriptable object.");
                 Debug.LogError("Object pool " + name + " was not initialized correctly!");
                 return;
             }
             if (sortInSubParents)
             {
                 realParent        = new GameObject().transform;
                 realParent.name   = (string.IsNullOrEmpty(opln.Name) ? opln.SerilizableObject.name : opln.Name);
                 realParent.parent = mainParent;
             }
             else
             {
                 realParent = mainParent;
             }
             _objectPool.AddObjectPool((string.IsNullOrEmpty(opln.Name) ? opln.SerilizableObject.name : opln.Name), opln.SerilizableObject.Prefab, realParent, opln.SerilizableObject.PreallocateAmount);
         }
     }
 }
コード例 #3
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 // Use this for initialization
 void Start()
 {
     Target      = GameObject.FindWithTag("EnemyShootPoint");
     BossShip    = GameObject.FindGameObjectsWithTag("BossShip");
     BossScripts = BossShip[0].GetComponent <DN_BossShip>();
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("EnemyBullet", Bullets, ShootPoint.transform, 100);
 }
コード例 #4
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 // Use this for initialization
 void Start()
 {
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("TurretBullet", Bullets[0], ShootPoint[0].transform, 100);
     _objectpool.AddObjectPool("TurretBullet", Bullets[0], ShootPoint[1].transform, 100);
     _objectpool.AddObjectPool("TurretBullet", Bullets[0], ShootPoint[2].transform, 100);
     CDSlider.GetComponent <Image>().color = new Color32(154, 242, 25, 255);
 }
コード例 #5
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 private void ObjectPoolSetup()
 {
     objectpool = new DictionaryObjectPool();
     foreach (var block in blocks)
     {
         var blockGameObject = block.gameObject;
         objectpool.AddObjectPool(blockGameObject.name, blockGameObject, blocksHolder, 20);
     }
 }
コード例 #6
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 // public AudioSource ShootSound;
 // Use this for initialization
 void Start()
 {
     Target           = GameObject.FindWithTag("EnemyShootPoint");
     RandomNumber     = Random.Range(0, 3);
     Camera           = GameObject.FindGameObjectsWithTag("Camera");
     transform.parent = Camera[0].transform;
     _objectpool      = new DictionaryObjectPool();
     _objectpool.AddObjectPool("EnemyBullet", Bullets, ShootPoint.transform, 100);
 }
コード例 #7
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	// Use this for initialization


	void Start ()
    {



        _objectpool = new DictionaryObjectPool();
        _objectpool.AddObjectPool("squares", gos[0], this.transform, 100);
        _objectpool.AddObjectPool("spheres", gos[1], this.transform, 100);
        _objectpool.AddObjectPool("tires", gos[2], this.transform, 100);
    }
コード例 #8
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    void Start()
    {
        // CREATE THE RAT POOL
        _objectpool = new DictionaryObjectPool();
        _objectpool.AddObjectPool("rats", gos[0], this.transform, (int)objectPoolSize);



        // START BY GIVING THE PLAYER X AMOUNT OF TIME BEFORE THE FIRST WAVE
        // WHEN THE TIMER REACHES 0 WAVE STARTED WILL BE FALSE
        waveTimer -= Time.deltaTime;
        if (waveTimer <= 0)
        {
            waveTimer = 6f;
        }
    }
コード例 #9
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 // Use this for initialization
 void Start()
 {
     BoolCD           = 1;
     BlockMesh[0]     = BlockAppear[0].GetComponent <MeshRenderer>();
     BlockMesh[1]     = BlockAppear[1].GetComponent <MeshRenderer>();
     BlockMesh[2]     = BlockAppear[2].GetComponent <MeshRenderer>();
     BlockMesh[3]     = BlockAppear[3].GetComponent <MeshRenderer>();
     BlockMesh[4]     = BlockAppear[4].GetComponent <MeshRenderer>();
     BlockMesh[5]     = BlockAppear[5].GetComponent <MeshRenderer>();
     BlockMesh[6]     = BlockAppear[6].GetComponent <MeshRenderer>();
     BlockMesh[7]     = BlockAppear[7].GetComponent <MeshRenderer>();
     BlockCollider[0] = BlockAppear[0].GetComponent <BoxCollider>();
     BlockCollider[1] = BlockAppear[1].GetComponent <BoxCollider>();
     BlockCollider[2] = BlockAppear[2].GetComponent <BoxCollider>();
     BlockCollider[3] = BlockAppear[3].GetComponent <BoxCollider>();
     BlockCollider[4] = BlockAppear[4].GetComponent <BoxCollider>();
     BlockCollider[5] = BlockAppear[5].GetComponent <BoxCollider>();
     BlockCollider[6] = BlockAppear[6].GetComponent <BoxCollider>();
     BlockCollider[7] = BlockAppear[7].GetComponent <BoxCollider>();
     TriggerScript1   = Trigger1.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript2   = Trigger2.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript3   = Trigger3.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript4   = Trigger4.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript5   = Trigger5.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript6   = Trigger6.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript7   = Trigger7.GetComponent <DN_PlayerCubeBlockTrigger>();
     TriggerScript8   = Trigger8.GetComponent <DN_PlayerCubeBlockTrigger>();
     FinalTile1Script = FinalTile1.GetComponent <DN_YellowTiles>();
     FinalTile2Script = FinalTile2.GetComponent <DN_YellowTiles>();
     FinalTile3Script = FinalTile3.GetComponent <DN_YellowTiles>();
     FinalTile4Script = FinalTile4.GetComponent <DN_YellowTiles>();
     //GameManagerScript = GameMangerOBJ.GetComponent<DN_GameManager>();
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[0].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[1].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[2].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[3].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[4].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[5].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[6].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[7].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[8].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[9].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[10].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[11].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[12].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[13].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[14].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[15].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[16].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[17].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[18].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[19].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[20].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[21].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[22].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[23].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[25].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[26].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[27].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[28].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[29].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[30].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[31].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[32].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[33].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[34].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[35].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[36].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[37].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[38].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[39].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[40].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[41].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[42].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[43].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[44].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[45].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[46].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[47].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[48].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[49].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[50].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[51].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[52].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[53].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[54].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[55].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[56].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[57].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[58].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[59].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[60].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[61].transform, 100);
     _objectpool.AddObjectPool("FireBullet", Bullets[0], ShootPoint[52].transform, 100);
 }
コード例 #10
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ファイル: DN_TurretTD.cs プロジェクト: masondogg/Hive-Mind
 // Use this for initialization
 void Start()
 {
     InvokeRepeating("UpdateTarget", 0f, 0.5f);
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("EnemyBullet", bulletPrefab, firePoint.transform, 100);
 }
コード例 #11
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 //public float ResetFireRate;
 // Use this for initialization
 void Start()
 {
     BossScripts = BossShip.GetComponent <DN_BossShip>();
     _objectpool = new DictionaryObjectPool();
     _objectpool.AddObjectPool("EnemyBullet", Bullets, ShootPoint.transform, 100);
 }