public GameObject InstantiateTrain(Vehicles vehicles) { GameObject @object = null; switch (vehicles) { case Vehicles.GUESTROOM: @object = m_GuestRoomPool.pop(); ApplyGuestRoomAmount(1); break; case Vehicles.CULTIVATION: @object = m_CultivationPool.pop(); ApplyCultivationAmount(1); break; case Vehicles.EDUCATION: @object = m_EducationPool.pop(); ApplyEducationAmount(1); break; case Vehicles.PRESERVE: @object = m_PreservationPool.pop(); break; case Vehicles.STORAGE: @object = m_StoragePool.pop(); break; default: break; } return(@object); }
public void SpawnBall() { BallObject = ballPool.pop(); Vector3 Pos = Camera.main.ScreenToWorldPoint(transform.position) * new Vector2(1, 1); BallObject.transform.position = Pos; }
public override void LauncherUpdate() { GameObject _bullet = missileBullet01.pop(); _bullet.transform.GetComponent <Bullet>().SetPool(missileBullet01); _bullet.transform.position = Camera.main.ScreenToWorldPoint(boss.transform.position) * new Vector2(1, 1); m_bIsFinish = true; }
public override void LauncherUpdate() { for (float i = 0; i < 360f; i += 45f) { GameObject _bullet = normalBullet01.pop(); _bullet.GetComponent <Bullet>().SetPool(normalBullet01); _bullet.transform.position = Camera.main.ScreenToWorldPoint(boss.transform.position) * new Vector2(1, 1); _bullet.transform.rotation = Quaternion.Euler(0, 0, i); } m_bIsFinish = true; }
private void ActiveOn() { _bossBrick = null; int groundHeight = m_nSpawnCount / m_nRowClamp; int bossHeartHeight = Random.Range(groundHeight - 2, groundHeight); int bossHeartWidth = Random.Range(0, m_nRowClamp); int row; int height; for (int i = 0; i < m_nSpawnCount; i++) { row = i % m_nRowClamp; height = i / m_nRowClamp; if (height.Equals(bossHeartHeight) && row.Equals(bossHeartWidth)) { _bossBrick = MonoBehaviour.Instantiate(m_oBossHeartBrickPrefabs, transform); SetBrickPosition(_bossBrick, m_startGeneratePosition.position, row, height, m_fSpacing); continue; } GameObject _obj = brickPool.pop(); if (_obj.TryGetComponent(out Brick brick)) { brick.SetPool(brickPool); } else { Debug.LogError("Polling Object Not Found"); } SetBrickPosition(_obj, m_startGeneratePosition.position, row, height, m_fSpacing); } }
public GameObject InstantiateSpecialBubble(SpecialBubbleType type) { GameObject poolObject = null; switch (type) { case SpecialBubbleType.REBELLION: poolObject = m_RebellionPool.pop(); break; case SpecialBubbleType.DEMONSTRATE: poolObject = m_DemonstratePool.pop(); break; case SpecialBubbleType.FALSE_RELIGION: poolObject = m_FalseReligionPool.pop(); break; default: break; } return(poolObject); }