public static FireballFactory Instance() { if (m_instance == null) { m_instance = new FireballFactory(); } return(m_instance); }
/*-----------------------PLAYER FIREBALL POOL----------------------------------*/ // Build Fireball pool private void _BuildFireballPool(FireballType type) { // create empty Queue structure m_fireballPool = new Queue <GameObject>(); for (int count = 0; count < MaxFireballs; count++) { var tempFireball = FireballFactory.Instance().createFireball(type); m_fireballPool.Enqueue(tempFireball); } }
/*----------------------------------------------------------------------------*/ /*-----------------------ENEMY FIREBALL POOL----------------------------------*/ // Build Enemy Fireball pool private void _BuildEnemyFireballPool(FireballType eType) { // create empty Queue structure m_enemyFireballPool = new Queue <GameObject>(); for (int count = 0; count < MaxFireballs; count++) { var tempFireball = FireballFactory.Instance().createFireball(eType); tempFireball.transform.Rotate(0.0f, 0.0f, 180.0f, Space.World); m_enemyFireballPool.Enqueue(tempFireball); } }