void SpawnEnemies(int num, GameObject type) { for (int i = 0; i < num; i++) { float x = Random.Range(-20f, 20f); float z = Random.Range(-20f, 20f); SimplePool.Catch(type, new Vector3(x, 0, z), Quaternion.identity); } }
void Fire() { shotsFired++; timeSinceLastFire = 0; SoundController.Play("shoot"); foreach (Transform barrel in barrels) { GameObject proj = SimplePool.Catch(playerProjectilePrefab, barrel); Rigidbody pRb = PlayerProjectile.rbRegistry[proj]; PlayerProjectile pp = PlayerProjectile.ppRegistry[proj]; pp.damage = projectilePower; pRb.velocity = rb.velocity + barrel.forward * 50; StartCoroutine(ReleaseProjectile(proj)); } }
public void Fire(Transform[] barrels, GameObject p, float pMod) { if (tSinceLastFire < maxFireSpeed || splPower < 1) { return; } tSinceLastFire = 0; foreach (Transform b in barrels) { if (deltaTime > 0.033f) { continue; } GameObject proj = SimplePool.Catch(p, b.position, b.rotation); EnemyProjectile.rbRegistry[proj].velocity = b.forward * splPower; EnemyProjectile.epRegistry[proj].damage = (int)(splPower * pMod); } }
public void SpawnPowerUp(Vector3 pos) { SimplePool.Catch(powerUps[Random.Range(0, powerUps.Length)], pos, Quaternion.identity); }
public static void Play(string clipName) { SimplePool.Catch(clipName, Vector3.zero, Quaternion.identity); }