IEnumerator createPool() { GameObject clone; // created an array of type list<GameObjetc> thePool = new List <GameObject> [_prefabs.Length]; for (int count = 0; count < _prefabs.Length; count++) { // here created list in each position of array thePool [count] = new List <GameObject> (); // now add gameobjects to the list for (int i = 0; i < _prefabs[count].Amount; i++) { clone = Instantiate(_prefabs [count].Object, Vector2.zero, Quaternion.identity) as GameObject; clone.SetActive(false); clone.transform.parent = this.transform; thePool [count].Add(clone); // wait for 1 secs in each creation yield return(new WaitForSeconds(0.5f)); } } // Debug.Log ("bullets creation done"); // send the message to EnemyEventManaget to initiate the second phase EnemyEventManager.theEventDelegate(); } // end method
void Start() { lastRnd = Random.Range(0, topDownPos.Length - 1); thepooler = FindObjectOfType <Enemy_01_Pooler>(); theEventManager = FindObjectOfType <EnemyEventManager> (); }
public void Kill() { EnemyEventManager.TriggerEnemyKilled(gameObject); }