public void CreateObjects(int count) { instance = this; if (instance == null) { Debug.Log("check"); } ObjectLink <BulletBase> prev = null; for (int i = 0; i < count; ++i) { BulletBase b = GameObject.Instantiate(origin, Vector3.zero, Quaternion.identity).GetComponent <BulletBase>(); b.Initialize(); b.gameObject.name = i.ToString(); ObjectLink <BulletBase> link = new ObjectLink <BulletBase>(b); if (i == 0) { disableFront = link; } else { prev.back = link; } b.gameObject.SetActive(false); prev = link; } }
/// <summary> /// 弾を生成する /// </summary> public void CreateBullet(Transform target = null) { GameObject bulletObj = Instantiate(bulletPrefab.gameObject); BulletBase bulletBase = bulletObj.GetComponent <BulletBase>(); bulletBase.transform.position = transform.position; bulletBase.Initialize(target, transform.forward); }
public BulletSpawner(BulletConfig config, Transform inactiveBulletParent) { GameObject bulletBlueprintObject = BulletObjectCreator.Create(config); BulletBase bullet = bulletBlueprintObject.GetComponent <BulletBase>(); bullet.Initialize(config); _pool = new PrefabPool(bulletBlueprintObject, inactiveBulletParent, config.poolPrewarm, config.poolIncreaseStep); bulletBlueprintObject.SetActive(false); }
public void InitObjects() { me.Initialize(); }