Exemplo n.º 1
0
 public void createPoolObjects(MissleSide side, MissleType type, int count)
 {
     for (i = 0; i < count; i++)
     {
         createPoolObjects(side, type);
     }
 }
Exemplo n.º 2
0
	public void createPoolObjects(MissleSide side, MissleType type)
	{
		switch(type)
		{
			case MissleType.ROCKET:
				if(side==MissleSide.FRIENDLY)
				{
					tmp=(GameObject) GameObject.Instantiate(friendlyRocketPrefab,stackPos,Quaternion.identity);
					tmp.SetActive(false);
					friendlyRockets.Add(tmp.GetComponent<MissleBehaviour>());
				}
				else if(side==MissleSide.ENEMY)
				{
					tmp=(GameObject) GameObject.Instantiate(enemyRocketPrefab,stackPos,Quaternion.identity);
					tmp.SetActive(false);
					enemyRockets.Add(tmp.GetComponent<MissleBehaviour>());
				}
				break;
				
			case MissleType.THORPEDE:
				if(side==MissleSide.FRIENDLY)
				{
					tmp=(GameObject) GameObject.Instantiate(friendlyThorpedePrefab,stackPos,Quaternion.identity);
					tmp.SetActive(false);
					friendlyThorpeds.Add(tmp.GetComponent<MissleBehaviour>());
				}
				else if(side==MissleSide.ENEMY)
				{
					tmp=(GameObject) GameObject.Instantiate(enemyThorpedePrefab,stackPos,Quaternion.identity);
					tmp.SetActive(false);
					enemyThorpeds.Add(tmp.GetComponent<MissleBehaviour>());
				}
				break;
				
			case MissleType.GAS:
				tmp=(GameObject) GameObject.Instantiate(gasPrefab,stackPos,Quaternion.identity);
				tmp.SetActive(false);
				tmp.GetComponent<MissleBehaviour>().side=side;
				if(side==MissleSide.FRIENDLY)
					friendlyGasList.Add(tmp.GetComponent<MissleBehaviour>());
				else if(side==MissleSide.ENEMY)
					enemyGasList.Add(tmp.GetComponent<MissleBehaviour>());
				break;
				
			case MissleType.MINES:
				tmp=(GameObject) GameObject.Instantiate(minePrefab,stackPos,Quaternion.identity);
				tmp.SetActive(false);
				tmp.GetComponent<MissleBehaviour>().side=side;
				if(side==MissleSide.FRIENDLY)
					friendlyMinesList.Add(tmp.GetComponent<MissleBehaviour>());
				else if(side==MissleSide.ENEMY)
					enemyMinesList.Add(tmp.GetComponent<MissleBehaviour>());
				break;
		}
	}
Exemplo n.º 3
0
	public void createPoolObjects(MissleSide side, MissleType type, int count)
	{
		for(i=0;i<count;i++)
			createPoolObjects(side,type);
	}
Exemplo n.º 4
0
    public void createPoolObjects(MissleSide side, MissleType type)
    {
        switch (type)
        {
        case MissleType.ROCKET:
            if (side == MissleSide.FRIENDLY)
            {
                tmp = (GameObject)GameObject.Instantiate(friendlyRocketPrefab, stackPos, Quaternion.identity);
                tmp.SetActive(false);
                friendlyRockets.Add(tmp.GetComponent <MissleBehaviour>());
            }
            else if (side == MissleSide.ENEMY)
            {
                tmp = (GameObject)GameObject.Instantiate(enemyRocketPrefab, stackPos, Quaternion.identity);
                tmp.SetActive(false);
                enemyRockets.Add(tmp.GetComponent <MissleBehaviour>());
            }
            break;

        case MissleType.THORPEDE:
            if (side == MissleSide.FRIENDLY)
            {
                tmp = (GameObject)GameObject.Instantiate(friendlyThorpedePrefab, stackPos, Quaternion.identity);
                tmp.SetActive(false);
                friendlyThorpeds.Add(tmp.GetComponent <MissleBehaviour>());
            }
            else if (side == MissleSide.ENEMY)
            {
                tmp = (GameObject)GameObject.Instantiate(enemyThorpedePrefab, stackPos, Quaternion.identity);
                tmp.SetActive(false);
                enemyThorpeds.Add(tmp.GetComponent <MissleBehaviour>());
            }
            break;

        case MissleType.GAS:
            tmp = (GameObject)GameObject.Instantiate(gasPrefab, stackPos, Quaternion.identity);
            tmp.SetActive(false);
            tmp.GetComponent <MissleBehaviour>().side = side;
            if (side == MissleSide.FRIENDLY)
            {
                friendlyGasList.Add(tmp.GetComponent <MissleBehaviour>());
            }
            else if (side == MissleSide.ENEMY)
            {
                enemyGasList.Add(tmp.GetComponent <MissleBehaviour>());
            }
            break;

        case MissleType.MINES:
            tmp = (GameObject)GameObject.Instantiate(minePrefab, stackPos, Quaternion.identity);
            tmp.SetActive(false);
            tmp.GetComponent <MissleBehaviour>().side = side;
            if (side == MissleSide.FRIENDLY)
            {
                friendlyMinesList.Add(tmp.GetComponent <MissleBehaviour>());
            }
            else if (side == MissleSide.ENEMY)
            {
                enemyMinesList.Add(tmp.GetComponent <MissleBehaviour>());
            }
            break;
        }
    }
Exemplo n.º 5
0
 void SetMissileType(MissleType missleType)
 {
     _missleType = missleType;
 }