IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position //Instantiate(bullet, bulletSpawn.position, Quaternion.identity); GameObject bullet = newManager.GetBullet(); if (newManager.GetBullet() != null) { bullet.transform.position = bulletSpawn.position; bullet.transform.rotation = bulletSpawn.rotation; bullet.SetActive(true); } } } }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position //myPool.GetBullet(); myPool.GetBullet("Bullets", bulletSpawn.position, Quaternion.identity); //myPool.GetBullet("Missiles", bulletSpawn.position, Quaternion.identity); //Instantiate(bullet, bulletSpawn.position, Quaternion.identity); } if (isFiring2) { myPool.GetBullet("Missiles", bulletSpawn.position, Quaternion.identity); } //else if (isFiring2) //{ // _bulletSound.Play(); // myPool.GetBullet("Missiles", bulletSpawn.position, Quaternion.identity); //} } }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position //Create temp object GameObject firingBullet; //Get the bullet and assign to temp object firingBullet = poolManager.GetBullet(); //Set the bullet to fire from bullet spawn position firingBullet.transform.position = bulletSpawn.position; } } }
IEnumerator FireBullet() { while (true) { // Check every 0.15 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position Instantiate(bullet, bulletSpawn.position, Quaternion.identity); } } BuildPoolOfBullets.GetBullet(); getSize(); isEmpty(); }
void Shoot() { Bullet bulletToShoot = bulletManager.GetBullet(); bulletToShoot.transform.position = ShootStartingPosition.position; bulletToShoot.Shoot(transform.forward, ShootForce); }
IEnumerator FireBullet() //code routine { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //Use object pooling to reuse the bullets //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position GameObject bullet = bulletPoolManager.GetBullet(); if (bullet != null) { bullet.transform.position = bulletSpawn.position; } } } }
IEnumerator FireBullet() { int iteration = 0; while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position GameObject bullet = bulletPoolManager.GetBullet(iteration); bullet.transform.position = bulletSpawn.position; if (iteration == 49) { iteration = 0; } else { iteration++; } } } }
public IBullet GetBullet() { IBullet bulletToShoot = bulletManager.GetBullet(BulletID); bulletToShoot.gameObject.transform.position = ShootStartPosition.position; bulletToShoot.OnDestroy += OnBulletDestroy; return(bulletToShoot); }
public IBullet GetBullet() { IBullet bulletToShoot = bulletManager.GetBullet(BulletID); bulletToShoot.gameObject.transform.position = ShootStartPosition.position; bulletToShoot.OnDestroy += OnBulletDestroy; bulletToShoot.gameObject.AddComponent <CollisionController>().PlayerDestroyer = true; return(bulletToShoot); }
private void CheckBounds() { if (transform.position.y >= boundary.Top) { //TODO: This code needs to change to use the BulletPoolManager's //TODO: ResetBullet function which will return the bullet to the pool Bullet_Pool_Manager.GetBullet(); Bullet_Pool_Manager.ResetBullet(bullets); // Destroy(this.gameObject); } }
void Shoot() { IBullet currentBullet = CurrentBulletGO.GetComponent <IBullet>(); if (currentBullet == null) { return; } IBullet bulletToShoot = bulletManager.GetBullet(currentBullet.ID); bulletToShoot.gameObject.transform.position = ShootStartPosition.position; bulletToShoot.Shoot(transform.forward, ShootForce); bulletToShoot.OnDestroy += OnBulletDestroy; bulletToShoot.OnEnemyHit += OnEnemyHit; }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); GameObject sBullet = accessBulletPoolManager.GetBullet(); sBullet.transform.position = bulletSpawn.transform.position; } } }
// Update is called once per frame void Update() { FireRate = FireRate + Time.deltaTime; if (FireRate <= 0.6f && IsFiring == false) { Bullet bulletToShoot = BulletPoolManager.GetBullet(); bulletToShoot.transform.position = PointShoot.position; bulletToShoot.Shoot(new Vector3(1f, 0f, 1f), -ShootForza); Firing = true; } if (FireRate >= 1f) { FireRate = 0f; IsFiring = false; } }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's //TODO: GetBullet function which will return a reference to a //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position poolManager.GetBullet(bulletSpawn.position).SetActive(true); } } }
private void isEmpty() { Bullet_Pool_Manager.GetBullet(); }