public void StartExplosion(Vector2 pos) { AsteroidExplosion explosion = Instantiate(asteroidExplosionPrefab, explosionContainer, false); explosion.transform.position = pos; explosion.Play(); }
// Use this for initialization void Awake() { getExplosion = this; pooledExplosions = new List <GameObject> (); for (int i = 0; i < poolMax; i++) { GameObject ASexplosion = (GameObject)Instantiate(poolExpl); ASexplosion.transform.parent = transform; ASexplosion.SetActive(false); pooledExplosions.Add(ASexplosion); } }
// Use this for initialization void Awake() { //Make the static ref to this getExplosion = this; //Make a new Gameobject pool pooledExplosions = new List <GameObject> (); //Put a total of the PoolMax in de pool for (int i = 0; i < poolMax; i++) { //Temporary GameObject to store the PooledObj GameObject ASexplosion = (GameObject)Instantiate(poolExpl); //Make this the Asteroids parent ASexplosion.transform.parent = transform; //Set the Pooled GameObject to inactive ASexplosion.SetActive(false); //Add the Pooled GameObject to the Pool pooledExplosions.Add(ASexplosion); } }