void Start() { bulletPools = new List <ObjectPool>(); impactPools = new List <ObjectPool>(); cloneSettings = GetComponent <LineRenderer>(); trailPool = new ObjectPool(createTrail()); cloneSettings.enabled = false; controller = GetComponent <GunController>(); foreach (GunHandler g in controller.gunInventory) { GunObject gun = g.gun; g.gameObject.SetActive(true); g.Initialize(); if (gun.shootType == GunObject.GunType.rigidbody && gun.rigidbodyBullet) { ObjectPool bulletPool = getFromPool(gun, gun.rigidbodyBullet, ref bulletPools); g.SetBulletPool(bulletPool.getPool); } if (gun.impactEffect == null) { continue; } ObjectPool impactPool = getFromPool(gun, gun.impactEffect, ref impactPools); g.SetImpactPool(impactPool.getPool); } if ((overlayAdjuster = GetComponentInParent <OverlayAdjuster>()) != null) { overlayAdjuster.GetScopes(); } }
// Start is called before the first frame update void Start() { rangeDif = clearRange.GetDifference(); blockMat = GetComponent <Renderer>().material; blockedColor = blockMat.GetColor("_Color"); //This transform is where we will be reading the distance from OverlayAdjuster overlay = null; if ((overlay = GetComponentInParent <OverlayAdjuster>()) != null) { distanceFrom = overlay.transform; } }
void Start() { bulletPools = new List <ObjectPool>(); impactPools = new List <ObjectPool>(); cloneSettings = GetComponent <LineRenderer>(); trailPool = new ObjectPool(createTrail()); cloneSettings.enabled = false; controller = GetComponent <GunController>(); foreach (GunHandler g in controller.gunInventory) { InitializeGun(g); } if ((overlayAdjuster = GetComponentInParent <OverlayAdjuster>()) != null) { overlayAdjuster.GetScopes(); } }