void Start() { enemyPool = new GameObjectPool(); for (int i = 0; i < 20; i++) { enemyPool.AddToPool(Instantiate(enemy)); } }
public ChunkManager(Transform parent, GameObject chunkPrefab, MarchingCube mc) { calculatedChunkQueue = new Queue <Chunk>(); displayedChunks = new Dictionary <Chunk, GameObject>(); pool = new GameObjectPool(); toBeRemoved = new List <Chunk>(); this.mc = mc; meshCache = new Dictionary <Chunk, Mesh[]>(); PP_meshCache = new Dictionary <Chunk, Mesh>(); meshCacheQueue = new Queue <Chunk>(); for (int i = 0; i < poolSize; i++) { pool.AddToPool(GameObject.Instantiate(chunkPrefab, parent)); } }
// Start is called before the first frame update void Start() { defaultPointerRot = pointer.rotation; defaultMarkerRot = marker.rotation; targetPointerRot = defaultPointerRot; targetMarkerRot = defaultMarkerRot; targetColor = disabledColor; //disable transform.localPosition = disbleLocation; pointerMaterial.SetColor("_EmissiveColor", disabledColor); //DoorPointers doorPointerPrefab.SetActive(false); doorPointerPool = new GameObjectPool(); for (int i = 0; i < 10; i++) { doorPointerPool.AddToPool(Instantiate(doorPointerPrefab, transform)); } doorPointers = new List <GameObject>(); }
void Start() { //playerInventory.Clear(); roomInfoManager.Initialize(); roomInfoManager.GenerateLogicalNeighbors(); roomInfoManager.GenerateLogicalNeighbors(baseRoomInfo); doorPool = new GameObjectPool(); for (int i = 0; i < 50; i++) { doorPool.AddToPool(Instantiate(doorPrefab)); } //TODO: Pool Rooms //Challenge: Different types of rooms roomPool = new GameObjectPool(); //for (int i = 0; i < 5; i++) { // //Heuristically refine logical connections // foreach (RoomInfo roomInfo in roomInfoManager.list) { // Room room = new Room(Instantiate(roomInfo.prefab), roomInfo); // room.FillDoors(doorPool); // for (int j = 0; j < 10; j++) { // GenerateConnectedRooms(room); // } // foreach (Room r in rooms) { // TryRemoveRoom(r, true); // } // TryRemoveRoom(room, true); // rooms.Clear(); // } //} //Debug.Log(roomPassages.Count); InitializeBaseRoom(baseRoomInfo); }
// Start is called before the first frame update void Start() { m_active = false; transform.gameObject.SetActive(false); roomDoorNodes = new Dictionary <RoomDoorAnchor, Node>(); roomNodes = new Dictionary <RoomInfo, Node>(); objNodeMap = new Dictionary <GameObject, Node>(); roomsManager = GameObject.FindGameObjectWithTag("RoomsManager").GetComponent <RoomsManager>(); passages = roomsManager.roomPassages; nodes = new List <Node>(); edges = new List <Edge>(); linePool = new GameObjectPool(); nodePool = new GameObjectPool(); doorAnchorPool = new GameObjectPool(); edgeDisplays = new Dictionary <RoomPassage, EdgeDisplay>(); lineList = new List <LineRenderer>(); for (int i = 0; i < 20; i++) { linePool.AddToPool(Instantiate(linePrefab, transform)); nodePool.AddToPool(Instantiate(nodePrefab, transform)); doorAnchorPool.AddToPool(Instantiate(doorAnchorPrefab, transform)); } #region cube graph //for (int i = 0; i < 8; i++) { // GameObject n = nodePool.DePool(); // n.transform.localPosition = new Vector3(rand.Next(-5, 5), rand.Next(-5, 5), rand.Next(-5, 5)); // nodes.Add(new Node(n)); //} //edges.Add(new Edge { // u = nodes[0], // v = nodes[1] //}); //edges.Add(new Edge { // u = nodes[1], // v = nodes[2] //}); //edges.Add(new Edge { // u = nodes[2], // v = nodes[3] //}); //edges.Add(new Edge { // u = nodes[3], // v = nodes[0] //}); //edges.Add(new Edge { // u = nodes[4], // v = nodes[5] //}); //edges.Add(new Edge { // u = nodes[5], // v = nodes[6] //}); //edges.Add(new Edge { // u = nodes[6], // v = nodes[7] //}); //edges.Add(new Edge { // u = nodes[7], // v = nodes[4] //}); //edges.Add(new Edge { // u = nodes[0], // v = nodes[4] //}); //edges.Add(new Edge { // u = nodes[1], // v = nodes[5] //}); //edges.Add(new Edge { // u = nodes[2], // v = nodes[6] //}); //edges.Add(new Edge { // u = nodes[3], // v = nodes[7] //}); //foreach(Edge e in edges) { // lineList.Add(linePool.DePool().GetComponent<LineRenderer>()); //} #endregion }