public void Init() { //init building pool _gameplayCam = GameObject.FindObjectOfType <GameplayCamera>(); _gameBoard = GameObject.FindObjectOfType <GameBoard>(); _buildHologram = GameObject.Instantiate <BuildHologram>(_buildConfig.buildHologram); GameObject pool = GameObject.FindGameObjectWithTag("ScenePool"); if (!pool) { Debug.LogError("NO SCENE POOL TRANSFORM FOUND IN SCENE"); } _buildingGenerator = new GenericPooler(pool ? pool.transform : null); BuildConfig.BuildableBlueprint[] blueprints = _buildConfig.buildables; for (int i = 0; i < blueprints.Length; i++) { BuildConfig.BuildableBlueprint blueprint = blueprints[i]; _buildingGenerator.InitPool(blueprint.GetKey(), 10, blueprint.prefab); } //UI _buildViewController = new BuildViewController(this, _inventorySystem, _buildConfig); //Build Cam //_buildCam = new BuildCam(_buildConfig,_gameplayCam); //init currenty build type SetBuildType(_buildConfig.startingBuildType); }
public void Init() { //Init Loot Pooler GameObject pool = GameObject.FindGameObjectWithTag("ScenePool"); if (!pool) { Debug.LogError("NO SCENE POOL TRANSFORM FOUND IN SCENE"); } _lootPool = new GenericPooler(pool ? pool.transform : null); List <LootConfig.LootDef> lootDefs = _lootConfig.lootDefs; for (int i = 0; i < lootDefs.Count; i++) { LootConfig.LootDef def = lootDefs[i]; List <LootConfig.LootItemDef> items = def.lootItems; int warmAmount = def.pooledWarmAmount; for (int j = 0; j < items.Count; j++) { LootConfig.LootItemDef item = items[j]; string type = Storeable.GetCachedStoreableKey(item.type); _lootPool.InitPool(type, warmAmount, item.prefab); } } _dispatcher.AddListener(GameplayEventType.ENEMY_KILLED, OnEnemyDestroyed); }
private void AddToPool(ParticleConfig.ParticleBlueprint[] particles) { for (int i = 0; i < particles.Length; i++) { ParticleConfig.ParticleBlueprint particle = particles[i]; string type = particle.type.ToString(); int poolAmount = particle.characteristics.warmPoolAmount; _particlePool.InitPool(type, poolAmount, particle.particlePrefab); } }
public void Init() { GameObject pool = GameObject.FindGameObjectWithTag("ScenePool"); if (!pool) { Debug.LogError("NO SCENE POOL TRANSFORM FOUND IN SCENE"); } _enemyPool = new GenericPooler(pool.transform); _enemyPool.InitPool(ENEMY, 0, _gameplayResources.basicEnemyView); }