コード例 #1
0
 void OnGUI()
 {
     if (isServer)
     {
         if (GUILayout.Button("Spawn 1"))
         {
             NetworkObjectPoolManager.PullObject("Object1").transform.position = new Vector3(m_Position++, 0, 0);
         }
         if (GUILayout.Button("Spawn 2"))
         {
             NetworkObjectPoolManager.PullObject("Object2").transform.position = new Vector3(m_Position++, 0, 0);
         }
     }
 }
コード例 #2
0
ファイル: AdaptableTest.cs プロジェクト: Paximillian/GGJ2018
    void OnGUI()
    {
        NetworkIdentity nId = GetComponent <NetworkIdentity>();

        if (nId && nId.isServer)
        {
            if (GUILayout.Button("Spawn 1"))
            {
                ObjectPoolManager.PullObject("Object1").transform.position = new Vector3(m_Position++, 0, 0);
            }
            if (GUILayout.Button("Spawn 2"))
            {
                NetworkObjectPoolManager.PullObject("Object2").transform.position = new Vector3(m_Position++, 0, 0);
            }
        }
    }
コード例 #3
0
    void Start()
    {
        if (isServer)
        {
            m_Instance = this;

            if (GameObject.FindObjectsOfType(this.GetType()).Length > 1)
            {
                Debug.LogError("Can't have more than one Object Pool Manager in a scene.");
            }

            for(int i = 0; i < ObjectPoolStartAmounts.Count; ++i)
            {
                m_ObjectPoolDictionary.Add(ObjectPoolNames[i], null);
                m_ObjectPoolDictionary[ObjectPoolNames[i]] = new NetworkGameObjectPool();

                for (int j = 0; j < ObjectsToPool[i].InnerList.Count; ++j)
                {
                    m_ObjectPoolDictionary[ObjectPoolNames[i]].AddSource(ObjectsToPool[i].InnerList[j], ObjectPoolStartAmounts[i].InnerList[j]);
                }
            }
        }
    }
コード例 #4
0
    void Start()
    {
        if (isServer)
        {
            m_Instance = this;

            if (GameObject.FindObjectsOfType(this.GetType()).Length > 1)
            {
                Debug.LogError("Can't have more than one Object Pool Manager in a scene.");
            }

            for (int i = 0; i < ObjectPoolStartAmounts.Count; ++i)
            {
                m_ObjectPoolDictionary.Add(ObjectPoolNames[i], null);
                m_ObjectPoolDictionary[ObjectPoolNames[i]] = new NetworkGameObjectPool();

                for (int j = 0; j < ObjectsToPool[i].InnerList.Count; ++j)
                {
                    m_ObjectPoolDictionary[ObjectPoolNames[i]].AddSource(ObjectsToPool[i].InnerList[j], ObjectPoolStartAmounts[i].InnerList[j]);
                }
            }
        }
    }