private void Start() { game = GetComponent <Player>().game; canShoot = true; game.AddMouseEvent(InputEventType.Continious, 0, shoot); game.AddSimpleInputEvent(InputEventType.OnBegin, KeyCode.R, reload); //Bullet Factory Bullet.Factory = () => { return(Instantiate( bulletPrefab, Vector3.zero, Quaternion.identity, game.BulletParent.transform)); }; //Bullet Pool game.PlayerBulletPool = new Pool <GameObject>( 50, Bullet.Factory, Bullet.InitializeBullet, Bullet.DeactivateBullet, true); //Método de reemplazo para Destroy() Bullet.OnDeactivate = game.PlayerBulletPool.ReturnObjectToPool; game.UpdateBullets(bulletCount, maxBullets); }
private void Start() { //Suscribo mis eventos. game.AddAxisEvent(InputEventType.OnBegin, Axeses.Horizontal, Moving); game.AddAxisEvent(InputEventType.Continious, Axeses.Horizontal, MoveInAxeses); game.AddAxisEvent(InputEventType.OnRelease, Axeses.Horizontal, Quiet); game.AddAxisEvent(InputEventType.OnBegin, Axeses.Vertical, Moving); game.AddAxisEvent(InputEventType.Continious, Axeses.Vertical, MoveInAxeses); game.AddAxisEvent(InputEventType.OnRelease, Axeses.Vertical, Quiet); game.AddSimpleInputEvent(InputEventType.OnBegin, KeyCode.LeftShift, running); game.AddSimpleInputEvent(InputEventType.OnRelease, KeyCode.LeftShift, running); game.AddSimpleInputEvent(InputEventType.OnRelease, KeyCode.Space, Jump); game.AddMouseTrack(RotateCamera); game.StartGame(); }