private void SetShipSprite() { if (shipStateSprites.Length == 4) { percent = ((float)playerStat.PlayerHP / (float)playerStat.PlayerMaxHP); percent = Mathf.Max(0, Mathf.Min(percent, 1)); if (percent < 0.3f) { shipSpriteRenderer.sprite = shipStateSprites[3]; partFalling = shipPartsPooler.Get(true); partFalling.GetComponent <SpriteRenderer>().sprite = shipPartsSprites[2]; } else if (percent < 0.6f) { shipSpriteRenderer.sprite = shipStateSprites[2]; partFalling = shipPartsPooler.Get(true); partFalling.GetComponent <SpriteRenderer>().sprite = shipPartsSprites[1]; } else if (percent < 0.8f) { shipSpriteRenderer.sprite = shipStateSprites[1]; partFalling = shipPartsPooler.Get(true); partFalling.GetComponent <SpriteRenderer>().sprite = shipPartsSprites[0]; } else { partFalling = null; shipSpriteRenderer.sprite = shipStateSprites[0]; } } else { Debug.Log("Not enough sprites"); } }
private bool MakeContact(DetailType type, int index = 0) { detailObject = contactDetailPool.Get(true); if (detailObject == null) { Debug.LogError("Couldnt Get GameObject from Pool, check refrence"); return(false); } activeObjects.Add(detailObject); cDetail = detailObject.GetComponent <ContactDetail>(); cDetail.onButtonClick = SetDetailDelete; //cheap trick for now if (cDetail != null) { if (cDetail.SetContactDetail(contact, type, index) == false) { detailObject.SetActive(false); // so we wouldnt have empty spaces, chances of getting a false is dim if not sent correctly } } else { Debug.LogError("Couldnt Get ContactDetail from Pool, check refrence"); return(false); } return(true); }
public GameObject CreateBullet(Transform parent, bool enemy) { var obj = bulletPool.Get(parent.position, parent.rotation); obj.GetComponent <Bullet>().Shoot(enemy); return(obj); }
void CreateUiCard(CardHand card, Vector3 position) { var uiCard = Pooler.Get <IUiCard>(cardPrefab); var cardTransform = uiCard.transform; cardTransform.SetParent(CardHandSelector.transform); cardTransform.position = position; uiCard.SetAndUpdateView(card.Data, id, this); uiCard.Initialize(); CardHandSelector.AddCard(uiCard); _registry.Add(uiCard, card); }
private void UpdateContactsList() { if (Contacts == null) { return; } noContactsText.text = Contacts.Count == 0 ? "Phone Book Empty" : ""; DeactivateHolders(); for (int i = 0; i < Contacts.Count; i++) { contact = Contacts[i]; if (contact == null) { continue; } //Safety Checks holderObject = contactHolderPool.Get(); if (holderObject == null) { Debug.LogError("Error getting pooled object"); return; } holder = holderObject.GetComponent <ContactHolder>(); if (holder == null) { Debug.LogError("Error getting pooled object component"); return; } // //Debug.Log(holder.name); holder.SetConact(contact); holderObject.SetActive(true); activeContactHolders.Add(holderObject); } }
public void Attack(Transform spawnPoint, IPlayer attacker) { var projectile = missilePool.Get(); projectile.Spawn(spawnPoint, ref attacker, Material); }
public GameObject CreateAsteroid() { return(asteroidPool.Get()); }
public GameObject CreateEnemyCaptain() { return(enemyCaptainPool.Get()); }
public GameObject CreateEnemyShip() { return(enemyShipPool.Get()); }