// Use this for initialization void Awake() { if(_instance == null) { _instance = this; pool = new PoolingSystem<AudioPlayer>(audioObjectPrefab, poolSize); } }
// Use this for initialization void Start() { // Initialise the spheres' pool spheres = new PoolingSystem<GameObject>(spherePrefab, 10); // Initialise the cubes' pool cubes = new PoolingSystem<GameObject>(cubePrefab, 10); // Initialise the capsules' pool capsules = new PoolingSystem<Rigidbody>(capsulePrefab, 10); }
void Start() { poolingSystem = PoolingSystem.Instance; leftGunT = leftGun.transform; rightGunT = rightGun.transform; fireEffectL = poolingSystem.InstantiateAPS("ShootEffect", leftGunT.position, leftGunT.rotation, leftGun); fireEffectR = poolingSystem.InstantiateAPS("ShootEffect", rightGunT.position, rightGunT.rotation, rightGun); shootSoundL = poolingSystem.InstantiateAPS("ShootSound", leftGunT.position, leftGunT.rotation, Camera.main.camera.gameObject); shootSoundR = poolingSystem.InstantiateAPS("ShootSound", rightGunT.position, rightGunT.rotation, Camera.main.camera.gameObject); }
private PoolingSystem ropePool; //used for object pooing public void Initialize(GameObject chainObject, int count) { //if pooled objects holder isn't created, create it if(!availableChainsHolder) { availableChainsHolder = GameObject.Find ("Available Chains Holder"); if(!availableChainsHolder) availableChainsHolder = new GameObject("Available Chains Holder"); } //create pooled objects ropePool = new PoolingSystem(chainObject, count, "availableChain", availableChainsHolder.transform); }
public static void PlaySound(this GameObject soundSource) { PoolingSystem.PlaySound(soundSource); }
public static void PlayEffect(this GameObject particleEffect, int particlesAmount) { PoolingSystem.PlayEffect(particleEffect, particlesAmount); }
public static void DestroyAPS(this GameObject myobject) { PoolingSystem.DestroyAPS(myobject); }
void Awake() { poolingSystem = GetComponent <PoolingSystem>(); difficultyController = GetComponent <DifficultyController>(); }
public void rmFirstFleak() { PoolingSystem.DestroyAPS(clone); launchpad.renderer.material.SetColor("_Color", Color.Lerp(orig, Color.black, 0.5f)); }
public void finishSplosion() { PoolingSystem.DestroyAPS(this.gameObject); }
void Update() { /*#if UNITY_EDITOR * if(Input.GetKey(KeyCode.DownArrow) && Input.GetKeyDown(KeyCode.LeftControl)){ * if(transform.localScale == new Vector3(1,1,1)){ // Facing Right * spawnPoint = new Vector3(this.transform.position.x+1f, this.transform.position.y-1f, 0); * checkPhysics2DPoint(spawnPoint); * }else{ * spawnPoint = new Vector3(this.transform.position.x-1f, this.transform.position.y-1f, 0);//Check Spawn Point Bottom-Left * checkPhysics2DPoint(spawnPoint); * } * }else if(Input.GetKeyDown(KeyCode.LeftControl)){ * if(transform.localScale == new Vector3(1,1,1)){ // Facing Right * spawnPoint = new Vector3(this.transform.position.x+1f, this.transform.position.y, 0); * checkPhysics2DPoint(spawnPoint); * }else{ * spawnPoint = new Vector3(this.transform.position.x-1f, this.transform.position.y, 0); * checkPhysics2DPoint(spawnPoint); * } * } * * if(Input.GetKeyDown(KeyCode.LeftAlt)){ * //Instantiate(fireBall, new Vector3(this.transform.position.x+.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); * if(fireBallInventory > 0){ //Fireballs in Inventory * if(transform.localScale == new Vector3(1,1,1)){ // Facing Right * pS.InstantiateAPS("Fireball", new Vector3(this.transform.position.x+.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); * //Instantiate(fireBall, new Vector3(this.transform.position.x+.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); * }else{ * pS.InstantiateAPS("Fireball", new Vector3(this.transform.position.x-.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); * //Instantiate(fireBall, new Vector3(this.transform.position.x-.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); * } * //fireBallInventory--; * } * } #endif*/ if (pS == null) { pS = PoolingSystem.Instance; } //if((CnInputManager.GetAxis("Vertical") == -1) && CnInputManager.GetButtonDown("Fire2")){ //if((CnInputManager.GetAxis("Vertical") == -1)){ if (CnInputManager.GetButtonDown("DPadDown")) { if (transform.localScale == new Vector3(1, 1, 1)) // Facing Right { spawnPoint = new Vector3(this.transform.position.x + 1f, this.transform.position.y - 1f, 0); checkPhysics2DPoint(spawnPoint); } else { spawnPoint = new Vector3(this.transform.position.x - 1f, this.transform.position.y - 1f, 0); //Check Spawn Point Bottom-Left checkPhysics2DPoint(spawnPoint); } animator.Play("PlayerDuck"); } if (CnInputManager.GetButtonDown("BoxButton")) { if (transform.localScale == new Vector3(1, 1, 1)) // Facing Right { spawnPoint = new Vector3(this.transform.position.x + 1f, this.transform.position.y, 0); checkPhysics2DPoint(spawnPoint); } else { spawnPoint = new Vector3(this.transform.position.x - 1f, this.transform.position.y, 0); checkPhysics2DPoint(spawnPoint); }; } if (CnInputManager.GetButtonDown("FireballButton")) { if (fireBallInventory > 0) //Fireballs in Inventory { if (transform.localScale == new Vector3(1, 1, 1)) // Facing Right { pS.InstantiateAPS("Fireball", new Vector3(this.transform.position.x + .5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); //Instantiate(fireBall, new Vector3(this.transform.position.x+.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); } else { pS.InstantiateAPS("Fireball", new Vector3(this.transform.position.x - .5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); //Instantiate(fireBall, new Vector3(this.transform.position.x-.5f, this.transform.position.y, this.transform.position.z), Quaternion.identity); } //fireBallInventory--; animator.Play("PlayerFire"); } } if (fireBallInventory == 0) { if (fireballButtonImage != null) { if (fireballButtonImage.sprite != greyFireball) { fireballButtonImage.sprite = greyFireball; } } else { Debug.Log("PlayerController: FireballButtonImage is null. 1st Check"); } } else { if (fireballButtonImage != null) { if (fireballButtonImage.sprite != regularFireball) { fireballButtonImage.sprite = regularFireball; } } else { if (Application.loadedLevelName == "TutorialOne") { //No FireBall Button in that Level } else if (Application.loadedLevelName == "TutorialTwo") { //No FireBall Button in that Level } else if (Application.loadedLevelName == "TutorialThree") { //No FireBall Button in that Level } else { Debug.Log("PlayerController: FireballButtonImage is null. 2nd Check"); } } } if (Input.GetKeyDown(KeyCode.UpArrow)) { fireBallInventory++; } if (Input.GetKeyDown(KeyCode.K)) { playerGetsHurt(); //Pause Game //Reset Player //Reset Each Monster (MonsterResetterScript - Searches Once at beginning of level and adds all monsters into array) //Find All Slimes, All SpikeBalls, All WingMan //Reset Each Box to How it is Supposed to be. //UnPause Game } }
void Awake() { pool = GetComponent <PoolingSystem>(); }
void Awake() { Instance = this; }
public void Construct(IMessageBus messageBus, PoolingSystem poolSystem) { _messageBus = messageBus; _poolSystem = poolSystem; }
private void Despawn() { PoolingSystem.Despawn(explosions[explosionToDestroy]); explosionToDestroy++; }
new public void removeFruit(GameObject go) { fruits.Remove(go); PoolingSystem.DestroyAPS(go); }
public void InjectDependencies(List <MovingPlatform> movingPlatformsList) { _poolPlatforms = new PoolingSystem <MovingPlatform> (movingPlatformsList); }
/*void Start () { * pS = PoolingSystem.Instance; * body = this.GetComponent<Rigidbody2D>(); * player = GameObject.Find("Player"); //Reference to Player Game Object * primaryController = player.GetComponent<PrimaryController>(); // Reference to PlayerController Script * ZombieSpawner = GameObject.Find("ZombieSpawner"); //Reference to Player Game Object * playerControllerScript = player.GetComponent<PlayerController>(); // Reference to PlayerController Script * //spawnerScript = ZombieSpawner.GetComponent<Spawner> (); * spawnAI = this.GetComponent<SpawnAI>(); * circleCollider = GetComponent<CircleCollider2D>(); * spriterenderer = this.GetComponent<SpriteRenderer>(); * * * int zombieType = (int)Random.Range(0f,3f); * * if (zombieType == 0) {//Regular Zombie * movementSpeed = 1f + (spawnerScript.getCurrentRound () / 10f); * if(movementSpeed > 1.5f){ * movementSpeed = 1.5f; * } * maxHealth = 100 + (spawnerScript.getCurrentRound () * 10); * this.gameObject.name = "Zombie"; * //Set Animator To Regular * } else if (zombieType == 1) { * movementSpeed = 1f + (spawnerScript.getCurrentRound () / 2f); * if(movementSpeed > 1.7f){ * movementSpeed = 1.7f; * } * maxHealth = 75; * spriterenderer.sprite = fastZombie; * this.gameObject.name = "FastZombie"; * //Set Animator to Fast * } else if (zombieType == 2){ * movementSpeed = 1f + (spawnerScript.getCurrentRound () / 10f)/2f; * if(movementSpeed > 1.4f){ * movementSpeed = 1.4f; * } * maxHealth = 100 + (spawnerScript.getCurrentRound () * 10)*2; * spriterenderer.sprite = fatZombie; * this.gameObject.name = "FatZombie"; * //animator.SetInteger("Type",2);//Set Animator to Fat * } * currentHealth = maxHealth; * }*/ void OnEnable() { pS = PoolingSystem.Instance; player = GameObject.Find("Player"); //Reference to Player Game Object primaryController = player.GetComponent <PrimaryController>(); // Reference to PlayerController Script ZombieSpawner = GameObject.Find("ZombieSpawner"); //Reference to Player Game Object zombieSpawnerScript = ZombieSpawner.GetComponent <ZombieSpawner>(); playerControllerScript = player.GetComponent <PlayerController>(); // Reference to PlayerController Script spriterenderer = this.GetComponent <SpriteRenderer>(); dead = true; int zombieType = (int)Random.Range(0f, 3f); if (zombieType == 0) //Regular Zombie { movementSpeed = 1f + (zombieSpawnerScript.getCurrentRound() / 10f); if (movementSpeed > 1.5f) { movementSpeed = 1.5f; } maxHealth = 100 + (zombieSpawnerScript.getCurrentRound() * 12); this.gameObject.name = "Zombie"; //Set Animator To Regular } else if (zombieType == 1) { movementSpeed = 1f + (zombieSpawnerScript.getCurrentRound() / 2f); if (movementSpeed > 1.7f) { movementSpeed = 1.7f; } maxHealth = 75 + (zombieSpawnerScript.getCurrentRound() * 10); //spriterenderer.sprite = fastZombie; this.gameObject.name = "FastZombie"; //Set Animator to Fast } else if (zombieType == 2) { movementSpeed = 1f + (zombieSpawnerScript.getCurrentRound() / 10f) / 2f; if (movementSpeed > 1.4f) { movementSpeed = 1.4f; } maxHealth = 100 + (zombieSpawnerScript.getCurrentRound() * 12) * 2; //spriterenderer.sprite = fatZombie; this.gameObject.name = "FatZombie"; //animator.SetInteger("Type",2);//Set Animator to Fat } int zombieSprite = (int)Random.Range(0f, 8f); // 0-7 - inclusive if (zombieSprite == 1) { spriterenderer.sprite = zombieOne; } else if (zombieSprite == 2) { spriterenderer.sprite = zombieTwo; } else if (zombieSprite == 3) { spriterenderer.sprite = zombieThree; } else if (zombieSprite == 4) { spriterenderer.sprite = zombieFour; } else if (zombieSprite == 5) { spriterenderer.sprite = zombieFive; } else if (zombieSprite == 6) { spriterenderer.sprite = zombieSix; } else if (zombieSprite == 7) { spriterenderer.sprite = zombieSeven; } else { spriterenderer.sprite = zombieZero; } currentHealth = maxHealth; }