public void initializeData(byte numOfCannonballs) { numOfChildren = (byte)(numOfCannonballs * 2); allWakeChildren_object = new GameObject[numOfChildren]; allWakeChildren_class = new WakeIndividual[numOfChildren]; for (byte index = 0; index < numOfChildren; index++) { allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity); allWakeChildren_class[index] = allWakeChildren_object[index].GetComponent <WakeIndividual>(); } splashPosition_actual = new Vector3(0f, 0f, 0f); }
// Start is called before the first frame update void Start() { objectTransform = gameObject.GetComponent <Transform>(); // For stationary items, there should only every be two wakes at a time: numOfChildren = 2; allWakeChildren_object = new GameObject[numOfChildren]; allWakeChildren_class = new WakeIndividual[numOfChildren]; for (byte index = 0; index < numOfChildren; index++) { allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity); allWakeChildren_class[index] = allWakeChildren_object[index].GetComponent <WakeIndividual>(); } }
// Start is called before the first frame update void Start() { objectTransform = gameObject.GetComponent <Transform>(); previousPosition = objectTransform.position; // if 'destroyTime' can be a maximum of 50 frames, then... numOfChildren = 50 / wakeSpawnCooldownMin_moving + 1; allWakeChildren_object = new GameObject[numOfChildren]; allWakeChildren_class = new WakeIndividual[numOfChildren]; for (byte index = 0; index < numOfChildren; index++) { allWakeChildren_object[index] = Instantiate(prefab_wake, Vector3.zero, Quaternion.identity); allWakeChildren_class[index] = allWakeChildren_object[index].GetComponent <WakeIndividual>(); } wakeSpawnCooldownCounter = 90; }