private void Start() { _poolManager = ServiceLocator.Resolve <PoolManager>(); _poolManager.CreatePool(UnitForvard, CountUnitForward); _poolManager.CreatePool(UnitDiagonal, CountUnitDiagonal); _poolManager.CreatePool(UnitFriend, CountUnitFriend); }
void Start() { gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameState> (); spawnPoints = GameObject.FindGameObjectsWithTag("SpawnPoint"); lastSpawnTime = Time.time; pool = PoolManager.instance; pool.CreatePool(enemy, 15); pool.CreatePool(enemyMissile, 20); }
void Awake() { pool = PoolManager.instance; instance = this; pool.CreatePool(waveCircleCut, amount); pool.CreatePool(waveRectCut, amount); pool.CreatePool(waveCircle, amount); pool.CreatePool(waveRect, amount); pool.CreatePool(waveTri, amount); }
private void Start() { poolManager = FindObjectOfType <PoolManager>(); foreach (GameObject o in villageObstacles) { poolManager.CreatePool(o, 7); } foreach (GameObject o in castleObstacles) { poolManager.CreatePool(o, 7); } }
void Start() { pool = PoolManager.instance; for (int i = 0; i < collectibles.Length; i++) { pool.CreatePool(collectibles[i], maxNumber[i]); pool.CreatePool(weather, 1); if (i > 0) { probs[i] += probs[i - 1]; } } }
private void Start() { poolManager = FindObjectOfType <PoolManager>(); poolManager.CreatePool(spawnGrass[0], 3); poolManager.CreatePool(spawnMountain[0], 3); foreach (GameObject o in spawnVillagePlatform) { poolManager.CreatePool(o, 7); } foreach (GameObject o in spawnCastlePlatform) { poolManager.CreatePool(o, 7); } }
/// <summary> /// Plays an AudioClip at a given position in world space. (Copy AudioSource.PlayClipAtPoint but using a Pool) /// </summary> /// <param name="clip">Audio data to play.</param> /// <param name="position">Position in world space from which sound originates.</param> /// <param name="volume">Playback volume.</param> /// <param pitch="volume">Playback pitch.</param> public static AudioSource PlayClipAtPoint(AudioClip clip, Vector3 position, float volume = 1f, float pitch = 1f) { AudioSource audioSource; if (!s_oneShotPool) { s_prefab = new GameObject("One shot audio"); s_prefab.transform.position = position; audioSource = (AudioSource)s_prefab.AddComponent(typeof(AudioSource)); s_oneShotPool = PoolManager.CreatePool(s_prefab); s_prefab.hideFlags = HideFlags.HideAndDontSave; } GameObject gameObject = s_oneShotPool.Instantiate(position); audioSource = gameObject.GetComponent <AudioSource>(); audioSource.clip = clip; audioSource.spatialBlend = 1f; audioSource.pitch = pitch; audioSource.volume = volume; audioSource.outputAudioMixerGroup = null; audioSource.Play(); float timeToLive = clip.length * Mathf.Max(Time.timeScale, 0.01f) / Mathf.Max(Mathf.Abs(pitch), 0.1f); s_oneShotPool.Destroy(gameObject, timeToLive); return(audioSource); }
public void CheckPooled() { if (!objectList.HasPooledObject(obj.GetInstanceID())) { objectList.CreatePool(obj, totalobjs); } }
public void OnEnable() { m_Pool = PoolManager.CreatePool(PrefabPaths.CAPSULE, poolSize: 0, parent: transform); StartCoroutine(TestQueueInit()); }
private void Awake() { currentPostion = transform.position; // Make a pool of how many objects you want PoolManager.CreatePool(currentObj, 30, ref listOfObj); }
private void Start() { PoolManager.CreatePool <BloodParticle>(bloodParticlePrefab, transform, 10); //�̰� ��Ʈ �ڵ� dialogPanel.StartDialog(dialogTextDictionary[0]); }
void Start() { botTransform = target.GetComponent <Transform> (); botMove = target.GetComponent <BotMove> (); colGenerator = FindObjectOfType <CollectibleGeneration> (); pool = PoolManager.instance; pool.CreatePool(tile, totalTiles); currentVoid = 0; maxVoid = 3; pos = Vector3.zero; generators = FindObjectsOfType <ObjectGeneration> (); posX = botTransform.position.x - 3.0F; // create initiale stage for (int i = 0; i < totalTiles; i++) { pos.x = posX; // tile generation pool.SpawnObject(tile, pos); foreach (ObjectGeneration generator in generators) { generator.Generate(pos); } posX += 1F; } tileIndex = totalTiles - 1; }
void Awake() { rigid = GetComponent <Rigidbody2D>(); input = GetComponent <PlayerInput>(); spriteRenderer = GetComponent <SpriteRenderer>(); playerAnimation = GetComponent <PlayerAnimation>(); PoolManager.CreatePool <AfterImage>(afterImagePrefab, afterImageTrm, 20); }
private void PreparePoolingObject(STPTheme poolingTheme) { if (poolingTheme.stpObjectHolder != null) { for (int i = 0; i < poolingTheme.stpObjectHolder.Count; i++) { _poolManager.CreatePool(poolingTheme.stpObjectHolder[i].prefab, poolingTheme.stpObjectHolder[i]._id, poolingTheme.stpObjectHolder[i].poolingNum); } } }
private void Awake() { _poolManager = ServiceLocator.Resolve <PoolManager>(); _shapePrefabs.ForEach(x => { _shapePrefabsMap.Add(x.ShapeType, x.gameObject); _poolManager.CreatePool(x.gameObject, 5, 1); }); }
static int CreatePool(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 3); PoolManager obj = (PoolManager)LuaScriptMgr.GetNetObjectSelf(L, 1, "PoolManager"); string arg0 = LuaScriptMgr.GetLuaString(L, 2); int arg1 = (int)LuaScriptMgr.GetNumber(L, 3); obj.CreatePool(arg0, arg1); return(0); }
private void Awake() { _PrefabRef = _PoolableSO.PrefabRef; PoolManager.CreatePool(_PrefabRef, 40); for (int i = 0; i < _RoadPlacementLimit + 1; i++) { var currentRoad = PoolManager.GetNext(_PrefabRef, new Vector3(0f, 0f, _CurrentRoadPosition), Quaternion.Euler(_XRotation, 0f, 0f), true); _CurrentRoadPosition += _RoadPlacementIteration; } }
private void Awake() { _poolManager = ServiceLocator.Resolve <PoolManager>(); _foodManager = ServiceLocator.Resolve <FoodManager>(); _table = ServiceLocator.Resolve <Table>(); FoodPrefabs.ForEach(x => { _prefabMap.Add(x.FoodType, x.gameObject); _poolManager.CreatePool(x.gameObject, 20, 5); }); }
private void Awake() { // 대쉬 한번만 // 땅에 닿으면 대쉬 횟수 초기화 playerAnimation = gameObject.GetComponent <PlayerAnimation>(); rigid = gameObject.GetComponent <Rigidbody2D>(); playerInput = gameObject.GetComponent <PlayerInput>(); sr = gameObject.GetComponent <SpriteRenderer>(); PoolManager.CreatePool <AfterImage>(afterImagePrefab, afterImageTr, 20); }
private void Awake() { PoolObject poolObject = (PoolObject)spawnType.GetComponent(typeof(PoolObject)); if (poolObject != null) { isPooled = true; poolManager = Toolbox.GetOrAddComponent <PoolManager>(); poolManager.CreatePool(spawnType, Mathf.Max(spawnInstances, 50)); } }
public void SetMode(GameObject prefab, int poolSize, Mode mode) { isPlaying = false; this.mode = mode; this.prefab = prefab; this.poolSize = poolSize; for (int i = 0; i < spawnPositions.Length; i++) { spawningQueue.Enqueue(spawnPositions[i]); } poolManager.CreatePool(prefab, poolSize); this.mode.Init(this); }
void Start() { isVulnerable = true; colliders = GetComponents <BoxCollider2D> (); boosted = false; boostFires = 0; state = GetComponent <PlayerState> (); health = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <StateIndicator> (); armor = GameObject.FindGameObjectWithTag("ArmorBar").GetComponent <StateIndicator> (); currentFrequency = fireFrequency; pool = PoolManager.instance; pool.CreatePool(missile, 15); }
private Transform m_LineTrans; //行军路线父对象 /// <summary> /// 初始化地图块 /// </summary> /// <param name="obj"></param> public void CreateMapPool(params Object[] objects) { m_MapsTrans = new GameObject("MapsPanel").transform; m_BuildsTrans = new GameObject("BuildsPanel").transform; m_LineTrans = new GameObject("LinesPanel").transform; Util.SetParent(transform, m_MapsTrans); Util.SetParent(transform, m_BuildsTrans); Util.SetParent(transform, m_LineTrans); m_MapsTrans.localScale = Vector3.one; m_BuildsTrans.localScale = Vector3.one; m_LineTrans.localScale = Vector3.one; m_HalfCountX = (InitCountX - 1) / 2; m_HalfCountY = (InitCountY - 1) / 2; var initCount = InitCountX * InitCountY; PoolManager poolManager = Singleton.GetInstance <PoolManager>(); m_MapsPool = poolManager.CreatePool("WorldMaps", (GameObject)objects[0], initCount); m_BuildsPool = poolManager.CreatePool("WorldBuilds", (GameObject)objects[1], initCount); m_LinesPool = poolManager.CreatePool("WorldLines", (GameObject)objects[2], 10); m_MapAtlas = objects[3] as SpriteAtlas; }
void Start() { PM = (PoolManager)FindObjectOfType(typeof(PoolManager)); PM.CreatePool(StatusAnimationGO[0], 5); PM.CreatePool(StatusAnimationGO[1], 5); PM.CreatePool(StatusAnimationGO[2], 5); PM.CreatePool(StatusAnimationGO[3], 5); LevelLoader LL = (LevelLoader)FindObjectOfType(typeof(LevelLoader)); CALC_PERFECT_SCORE = 1000000f / TAPABLE_PREFABS[LL.Level - 1]; CALC_GOOD_SCORE = CALC_PERFECT_SCORE * 0.80f; CALC_BAD_SCORE = CALC_PERFECT_SCORE * 0.30f; /* * Debug.Log("LL.Level " + LL.Level); * Debug.Log("CALC_PERFECT_SCORE " + CALC_PERFECT_SCORE); * Debug.Log("CALC_GOOD_SCORE " + CALC_GOOD_SCORE); * Debug.Log("CALC_BAD_SCORE " + CALC_BAD_SCORE); * Debug.Log("TAPABLE_PREFABS[] " + TAPABLE_PREFABS[LL.Level - 1 ]); * Debug.Log("VAL " + Mathf.RoundToInt( (float.Parse(TAPABLE_PREFABS[LL.Level - 1 ].ToString()) * CALC_PERFECT_SCORE))); */ /* * scoreTXT.text = Mathf.RoundToInt(0).ToString(); * comboTXT.text = currentCombo.ToString(); */ //TMTXT = TMGO.GetComponent<TextMeshProUGUI>(); //TMCombo = TMGO.GetComponent<TextMeshProUGUI>(); }
public new static RechargeRiderMarker Create() { var name = "Recharge-Rider-Marker"; PoolManager pm = PoolManager.Instance; if (!pm.ContainsKey(name)) { RechargeRiderMarker prefab = Resources.Load <RechargeRiderMarker>($"Prefabs/{name}"); prefab.Key = name; pm.CreatePool(prefab); } RechargeRiderMarker seg = pm.Next <RechargeRiderMarker>(name); return(seg); }
public static RechargePellet Create() { var name = "Recharge-Pellet"; PoolManager pm = PoolManager.Instance; if (!pm.ContainsKey(name)) { RechargePellet prefab = Resources.Load <RechargePellet>($"Prefabs/{name}"); prefab.Key = name; pm.CreatePool(prefab); } RechargePellet seg = pm.Next <RechargePellet>(name); return(seg); }
public new static SingleMarker Create() { var name = "Single-Marker"; PoolManager pm = PoolManager.Instance; if (!pm.ContainsKey(name)) { SingleMarker prefab = Resources.Load <SingleMarker>($"Prefabs/{name}"); prefab.Key = name; pm.CreatePool(prefab); } SingleMarker seg = pm.Next <SingleMarker>(name); return(seg); }
public static RailSegment Create() { var name = "Rail-Segment"; PoolManager pm = PoolManager.Instance; if (!pm.ContainsKey(name)) { RailSegment prefab = Resources.Load <RailSegment>($"Prefabs/{name}"); prefab.Key = name; pm.CreatePool(prefab); } RailSegment seg = pm.Next <RailSegment>(name); return(seg); }
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); }
private void Awake() { moverController = GetComponent <MoverController>(); hitbox = transform.Find("Hitbox").GetComponent <BoxCollider2D>(); poolManager = Toolbox.GetOrAddComponent <PoolManager>(); poolManager.CreatePool(bloodSplatter, 150); damageInfo = new DamageInfo(); damageInfo.damage = 10; fsm = GetComponent <Animator>(); enemy = GetComponent <Enemy>(); enemyAnimator = GetComponent <EnemyAnimator>(); enemyAudio = GetComponent <EnemyAudio>(); frameInfo = new EnemyFrameInfo(); }