void Update() { if (mCurrentWeapon != null) { mTime += Time.deltaTime; if (mTime >= mCurrentWeapon._CoolDownTime) { mTime = 0.0f; Vector3 startPos = mMovement.transform.position; startPos.y -= 0.6f; mCurrentWeapon.Fire(startPos); } } CharacterLevelInfo currentLevel = _LevelInfo [mShooter.CurrentLevel() - 1]; Vector3 newPos = transform.position; newPos.y -= (currentLevel._Speed * Time.deltaTime); transform.position = newPos; if (IsOutsideBottomScreen(newPos)) { PoolManager.AddObject(_PoolKeyName, gameObject); } }
public override void HandleGameOverEvent() { base.HandleGameOverEvent(); mTime = 0.0f; PoolManager.AddObject(_PoolKeyName, gameObject); }
void Update() { Vector3 pos = transform.position; pos.y -= (_Weapon._Speed * Time.deltaTime) * _Weapon._Direction; transform.position = pos; if (IsOutsideScreen(pos)) { PoolManager.AddObject(_Weapon._BulletName, gameObject); } }
public ExplosionObject CreateExplosion(Vector3 position, float scale) { ExplosionObject explosion = poolManager.AddObject(templateObject) as ExplosionObject; explosion.transform.position = position; explosion.transform.localScale = Vector3.one * scale; for (int i = 0; i < explosion.transform.childCount; i++) { explosion.transform.GetChild(i).localScale = Vector3.one * scale; } explosion.Setup(); return(explosion); }
void OnTriggerEnter(Collider other) { if (other.gameObject.layer == LayerMask.NameToLayer(_BulletMaskName)) { Bullet bullet = other.gameObject.GetComponent <Bullet>(); PoolManager.AddObject(bullet._Weapon._BulletName, bullet.gameObject); mCurrentDamage += bullet._Weapon._Damage; CharacterLevelInfo levelInfo = _LevelInfo[mShooter.CurrentLevel() - 1]; if (mCurrentDamage >= levelInfo._MaxDamage) { mShooter.LostLife(); mCurrentDamage = 0; } } }
void Awake() { Pool = PoolManager.Instance; Pool.CreatePool(PoolType.Particles, CountParticle, PrefabeFX); Pool.CreatePool(PoolType.Stick, CountStick, PrefabStick); Pool.CreatePool(PoolType.UIHitNormal, CountUIHit, PrefabUiHit); Pool.CreatePool(PoolType.UIHitPerfect, CountUIHit, PrefabUIHiTPerfect); Pool.CreatePool(PoolType.CritFruit, CountCrit, PrefabCrit); Pool.GetObject(PoolType.CritFruit); Pool.CreatePool(PoolType.Fruit, 0, null); Pool.CreatePool(PoolType.Indicator, 3, PrefabeIndicator); Pool.CreatePool(PoolType.UIHItSticks, 2, PrefabUIAmountStick); for (int i = 0; i < ArrPreabFruits.Length; i++) { Pool.AddObject(PoolType.Fruit, ArrPreabFruits[i], CountFruit); } Pool.MixObjectInPool(PoolType.Fruit); }
void OnTriggerEnter(Collider other) { if (other.gameObject.layer == LayerMask.NameToLayer(_BulletMaskName)) { Bullet bullet = other.gameObject.GetComponent <Bullet>(); if (bullet._Weapon.gameObject.layer == LayerMask.NameToLayer(_PlayerMaskName)) { PoolManager.AddObject(bullet._Weapon._BulletName, bullet.gameObject); mCurrentDamage += bullet._Weapon._Damage; if (mCurrentDamage >= _LevelInfo[mShooter.CurrentLevel() - 1]._MaxDamage) { PoolManager.AddObject(_PoolKeyName, gameObject); mCurrentDamage = 0; } mShooter.AddPoint(bullet._Weapon._Point); } } }
void OnTriggerExit(Collider other) { //Debug.Log ("Bullet exit"); PoolManager.AddObject(_Weapon._BulletName, gameObject); }
protected virtual Badguy GetNewBadguy() { return(poolManager.AddObject(templateObject) as Badguy); }