/// <summary> /// Adds the given objects to the relevant spawn lists. /// </summary> /// <param name="spawnedObjArg"></param> private void AddObjectToSpawnsList(NetworkPooledObjectController spawnedObjArg) { // add spawned object to spawned list for easy cleanup later spawnedObjects.Add(spawnedObjArg); // get the given spawned object's character component CharacterMasterController spawnCharMaster = spawnedObjArg.GetComponent <CharacterMasterController>(); // if given object is a character if (spawnCharMaster != null) { // heal char to full health spawnCharMaster.CharHealth.ResetHealth(); // add enemy to alive spawn chars aliveSpawnedCharacters.Add(spawnCharMaster); } }
/// <summary> /// Sets up the vars that hold references to relevant components. /// Call in Awake(). /// </summary> protected virtual void InitializeComponentReferences() { _pooledObject = GetComponent <NetworkPooledObjectController>(); }