void Start() { //string[] gamepads = Input.GetJoystickNames(); //TODO do something with these //foreach(string s in gamepads){ // Debug.Log("> " + s); //} gameOver = true; gameOverCompletely = true; gameBeginning = true; GameObject bulletPool = Instantiate(playerBulletPoolPrefab) as GameObject; playerBulletPool = bulletPool.GetComponent <BulletPoolScript>(); LoadPlayers(); for (int i = 0; i < players.Length; i++) { players[i].SetRegularComponentsActive(false); } restartScreen.gameController = this; restartScreen.gameObject.SetActive(true); scoreScreen.gameObject.SetActive(false); enemySpawner.gameController = this; enemySpawner.enabled = false; Cursor.lockState = CursorLockMode.Locked; }
public void BuildMe(string type) { bulletPool = GameObject.Find("Bullet Pool").GetComponent <BulletPoolScript>(); myType = type; }
void Awake() { current_BulletPool = this; }
private void Awake() { bulletPoolInstance = this; }
public void SetFurtherInitData(int playerNumber, int maxLives, GameController gameController, BulletPoolScript playerBulletPool, BoxCollider playAreaCollider) { this.playerNumber = playerNumber; this.maxLives = maxLives; this.lives = maxLives; this.gameController = gameController; playerWeaponSystem.bulletPool = playerBulletPool; playerMovementSystem.playAreaCollider = playAreaCollider; }