public override void Init(EntityPhysics body, Player player, Pawn heroData) { cooldownTimers = new float[2]; base.Init(body, player, heroData); projectilePool = (RuntimeObjectPooler)projectilePrefab.GetComponent <Projectile>().GetObjectPooler(); onDragRelease = DashAttack; onTap = NinjaStar; InitAbilities(); }
public RuntimeObjectPooler CreateRuntimeObjectPooler(string poolName, GameObject prefab) { GameObject o = Instantiate(runtimeObjectPoolerPrefab); o.transform.SetParent(transform); RuntimeObjectPooler pooler = o.GetComponent <RuntimeObjectPooler>(); pooler.poolType = poolName; pooler.pooledObject = prefab; return(pooler); }
public override void Init(EntityPhysics body, Player player, Pawn heroData) { cooldownTimers = new float[2]; map = GameObject.Find("Map").GetComponent <Map>(); fireballPool = (RuntimeObjectPooler)projectilePrefab.GetComponent <Projectile>().GetObjectPooler(); meteorPool = (RuntimeObjectPooler)meteorPrefab.GetComponent <Projectile>().GetObjectPooler(); base.Init(body, player, heroData); defaultAnim = anim; onDragRelease = ShootFireball; onTap = StartTeleport; InitAbilities(); }
public RuntimeObjectPooler CreateRuntimeObjectPooler(string poolName, GameObject prefab, int poolAmount = 10) { GameObject o = Instantiate(runtimeObjectPoolerPrefab); o.transform.SetParent(transform); RuntimeObjectPooler pooler = o.GetComponent <RuntimeObjectPooler>(); objectPoolers[poolName] = pooler; pooler.poolType = poolName; pooler.pooledObject = prefab; pooler.poolAmount = poolAmount; pooler.Init(); return(pooler); }