void Awake() { Instance = this; poolDictionary = new Dictionary<string, List<GameObject>>(); prefabDictionary = new Dictionary<string, GameObject>(); foreach(PoolableObject p in poolDefinitions) { // Don't make multiple pools for the same object if (poolDictionary.ContainsKey(p.obj.name)) { Debug.LogWarning("Object pooler already contains a pool for this object name!"); } else { // Instantiate as many objects as requested var list = new List<GameObject>(); for (int i = 0; i < p.pooledAmount; ++i) { var newObj = CreatePooledObject(p.obj); newObj.transform.SetParent(transform); list.Add(newObj); } // Add objects to our pool dictionary for later retrieval poolDictionary.Add(p.obj.name, list); prefabDictionary.Add(p.obj.name, p.obj); } } }
void Awake() { //Called first even if not enabled //Used for making references //Only called once in lifetime of obj current = this; }
//public Animator theAnimator; void Start() { bulletPools = GameObject.Find ("BulletPooler").GetComponent<ObjectPooler> (); //theAnimator = GetComponentInChildren<Animator> (); if (tag != "Player") tankShot = GameObject.Find ("Player").GetComponent<CharacterShoot> ().tankShot; }
void Start () { SpriteRenderer sr = gameObject.GetComponent<SpriteRenderer>(); transform.localScale = new Vector2(TrackManager.trackWidth / sr.sprite.bounds.size.x, GameManager.cameraDimensions.y / sr.sprite.bounds.size.y); trackNotePrefab.transform.localScale = new Vector2(TrackManager.trackWidth, TrackManager.trackWidth); trackNotesPooler = Instantiate(GameManager.ObjectPooler) as ObjectPooler; trackNotesPooler.initialize(trackNotePrefab, 4, true); }
protected virtual void Awake() { health = GetComponent<Health> (); inputState = GetComponent<InputState> (); body2d = GetComponent<Rigidbody2D> (); collisionState = GetComponent<CollisionState> (); objectPooler = GameObject.Find("PlayerBulletObjectPool").GetComponent<ObjectPooler> (); }
void Start () { noteEffectsPooler = Instantiate(GameManager.ObjectPooler) as ObjectPooler; noteEffectsPooler.initialize(noteEffectPrefab, 4, true); updateTracks(); setHitbar(); StartCoroutine(spawnNotes()); }
// Use this for initialization void Start() { //coinsToDrop = FindObjectOfType<CoinPickup> ().gameObject; // numbOfCoins = Random.Range (2, 4); //dropChance = Random.Range (0, 100); enemyPosition = GetComponent<Transform> (); theCoinPooler = GameObject.Find ("CoinPooler").GetComponent<ObjectPooler> (); }
void Awake() { Time.timeScale = 1f; objectPooler = GameObject.Find("HorrorBossObjectPool").GetComponent<ObjectPooler>(); health = GetComponent<Health> (); body2d = GetComponent<Rigidbody2D> (); sword = transform.GetChild(0).gameObject; jumpShockWave = transform.GetChild (1).gameObject; punchShockWave = transform.GetChild (2).gameObject; }
private void Start() { m_Transform = GetComponent<Transform>(); m_ObjectPooler = GetComponent<ObjectPooler>(); m_Particles = GetComponent<ParticleSystem>(); m_Particles.playOnAwake = false; m_Particles.loop = false; UpdatePosition(); }
public static GameObject Create(GameObject Prefab, Vector3 spawnPosition, Quaternion spawnRotation) { if(sInstance == null) { GameObject singleton = new GameObject(); sInstance = singleton.AddComponent<ObjectPooler>(); } return(sInstance.CreateFromPrefab(Prefab, spawnPosition, spawnRotation)); }
void Awake() { current = this; pooledObjects = new List<GameObject>(); for (int i = 0; i < pooledAmount; i++) { GameObject obj = (GameObject) Instantiate(pooledObject); obj.SetActive(false); pooledObjects.Add(obj); } }
void Start() { //just instantiate the pools if (ArrowPooler == null) { GameObject go = new GameObject("ArrowPooler"); ArrowPooler = go.AddComponent<ObjectPooler>(); ArrowPooler.PooledObject = ArrowPrefab; go.transform.parent = this.gameObject.transform; ArrowPooler.Initialize(); } }
void Awake() { if (sInstance == null) { sInstance = this; m_PoolList = new List<PoolList>(10); m_DebugPoolArray = new PoolList[10]; name = "ObjectPoolManager"; } else enabled = false; }
public GameObject Get(GameObject type) { if(!dictionary.ContainsKey(type)) { ObjectPooler pool = new ObjectPooler(); pool._parent = targetParent; pool._prefab = type; pool._poolLenght = 1; pool.Initialize(); dictionary.Add(type, pool); } return dictionary[type].GetObject(); }
// Use this for initialization void Start() { leftShootTimer = new CooldownTimer(shootDelay); pool = new ObjectPooler(); pool.InitPool("bullets", bulletPrefab, 5, true); pool.InitPool("bb", bulletPrefab, 5, false); //p2.InitPool("bb", bulletPrefab, 5, false); shootCooldown = shootTimer + shootDelay; }
public void SpawnEffect() { pool = ObjectPoolManager.objectPool; isDone = false; //GameObject eff = Instantiate(effectPrefab, transform.position, Quaternion.identity) as GameObject; GameObject eff = pool.GetPooledObj("Fireball"); eff.transform.position = transform.position; eff.transform.rotation = Quaternion.identity; eff.SetActive(true); Vector3 dir = target.transform.position - transform.position; MoveInALine m = eff.GetComponent<MoveInALine>(); m.direction = dir.normalized; m.ability = this; }
void Start () { ObjectPooler = objectPooler; SongList = songList; experience = 0; notes = 0; combo = 1.00f; notesPerTap = 1; experiencePerTap = 1; TrackManager.trackCount = 3; cameraDimensions = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)) - Camera.main.ScreenToWorldPoint(Vector2.zero); trackManager = Instantiate(trackManagerPrefab, Vector2.zero, Quaternion.identity) as TrackManager; SongLoader.initialize(); }
void Awake() { objectPooler = ObjectPooler.GetInstance(); }
// Use this for initialization void Start() { objPool = gameObjectPool.GetComponent<ObjectPooler>(); }
// Add prefabs of objects to be pooled // Add lists for each prefab to be pooled void Awake() { currentPooler = this; }
// Use this for initialization void Start() { maxHealth = health; canvas = GameObject.Find("Canvas"); pool = ObjectPoolManager.objectPool; //new ObjectPooler(); pool.InitPool("floatDmg", floattxtPrefab, 4, true); }
private void Awake() { muzzleFlash = GetComponentInChildren <ParticleReset>(); pooler = ObjectPooler.instance; }
void Awake() { OP = ObjectPooler.SharedInstance; }
void OnCollisionEnter(Collision other) { if (other.gameObject.name == "Ball" || other.gameObject.name == "Ball(Clone)") { gameObject.rigidbody.isKinematic = false; if (Application.loadedLevelName != "Level2" && Application.loadedLevelName != "Level3") { gameObject.transform.Translate(new Vector3(-1f, 0f, 0f)); } else { gameObject.transform.Translate(new Vector3(0f, 0f, -1f)); } } if (other.gameObject.name == "Floor" || other.gameObject.name == "Cart" || other.gameObject.name == "basketwall") { Destroy(); if (gameObject.tag == "White Egg") { whitebrokenEgg = GameObject.Find("WhiteBroken").GetComponent <ObjectPooler>(); spawnWhiteBrokenEgg = whitebrokenEgg.GetPooledObject(); spawnWhiteBrokenEgg.transform.position = new Vector3(BreakEgg.transform.position.x - 1, BreakEgg.transform.position.y, BreakEgg.transform.position.z); spawnWhiteBrokenEgg.SetActive(true); Invoke("RemoveWhiteEgg", 1f); audioplay.PlayBreakEgg(); } if (gameObject.tag == "Gold Egg") { goldbrokenEgg = GameObject.Find("GoldBroken").GetComponent <ObjectPooler>(); spawnGoldBrokenEgg = goldbrokenEgg.GetPooledObject(); spawnGoldBrokenEgg.transform.position = new Vector3(BreakEgg.transform.position.x - 1, BreakEgg.transform.position.y, BreakEgg.transform.position.z); spawnGoldBrokenEgg.SetActive(true); Invoke("RemoveGoldEgg", 1f); audioplay.PlayBreakEgg(); } if (gameObject.tag == "Red Egg") { redbrokenEgg = GameObject.Find("RedBroken").GetComponent <ObjectPooler>(); spawnRedBrokenEgg = redbrokenEgg.GetPooledObject(); spawnRedBrokenEgg.transform.position = new Vector3(BreakEgg.transform.position.x - 1, BreakEgg.transform.position.y, BreakEgg.transform.position.z); spawnRedBrokenEgg.SetActive(true); Invoke("RemoveRedEgg", 1f); audioplay.PlayBreakEgg(); } if (gameObject.tag == "Blue Egg") { bluebrokenEgg = GameObject.Find("BlueBroken").GetComponent <ObjectPooler>(); spawnBlueBrokenEgg = bluebrokenEgg.GetPooledObject(); spawnBlueBrokenEgg.transform.position = new Vector3(BreakEgg.transform.position.x - 1, BreakEgg.transform.position.y, BreakEgg.transform.position.z); spawnBlueBrokenEgg.SetActive(true); Invoke("RemoveBlueEgg", 1f); audioplay.PlayBreakEgg(); } if (gameObject.tag == "Rotten Egg") { rottenbrokenEgg = GameObject.Find("RottenBroken").GetComponent <ObjectPooler>(); spawnRottenBrokenEgg = rottenbrokenEgg.GetPooledObject(); spawnRottenBrokenEgg.transform.position = new Vector3(BreakEgg.transform.position.x - 1, BreakEgg.transform.position.y, BreakEgg.transform.position.z); spawnRottenBrokenEgg.SetActive(true); Invoke("RemoveRottenEgg", 1f); audioplay.PlayBreakEgg(); } } }
private void Start() { pooler = ObjectPooler.instance; Invoke("DestroyProjectile", lifeTime); }
private void Awake() { instance = this; }
private void Start() { objectPooler = ObjectPooler.instance; }
public override GameObject SpawnProjectile(Vector3 spawnPosition, int projectileIndex, int totalProjectiles, bool triggerObjectActivation = true) { /// we get the next object in the pool and make sure it's not null GameObject nextGameObject = ObjectPooler.GetPooledGameObject(); // mandatory checks if (nextGameObject == null) { return(null); } if (nextGameObject.GetComponent <MMPoolableObject>() == null) { throw new Exception(gameObject.name + " is trying to spawn objects that don't have a PoolableObject component."); } // we position the object nextGameObject.transform.position = spawnPosition; // we set its direction Projectile projectile = nextGameObject.GetComponent <Projectile>(); if (projectile != null) { projectile.SetDamage((int)(DamageCaused * _damageMultiplier)); projectile.SetWeapon(this); if (Owner != null) { projectile.SetOwner(Owner.gameObject); } } // we activate the object nextGameObject.gameObject.SetActive(true); if (projectile != null) { if (RandomSpread) { _randomSpreadDirection.x = UnityEngine.Random.Range(-Spread.x, Spread.x); _randomSpreadDirection.y = UnityEngine.Random.Range(-Spread.y, Spread.y); _randomSpreadDirection.z = UnityEngine.Random.Range(-Spread.z, Spread.z); } else { if (totalProjectiles > 1) { _randomSpreadDirection.x = MMMaths.Remap(projectileIndex, 0, totalProjectiles - 1, -Spread.x, Spread.x); _randomSpreadDirection.y = MMMaths.Remap(projectileIndex, 0, totalProjectiles - 1, -Spread.y, Spread.y); _randomSpreadDirection.z = MMMaths.Remap(projectileIndex, 0, totalProjectiles - 1, -Spread.z, Spread.z); } else { _randomSpreadDirection = Vector3.zero; } } Quaternion spread = Quaternion.Euler(_randomSpreadDirection); projectile.SetDirection(spread * transform.right * (Flipped ? -1 : 1), transform.rotation, Owner.IsFacingRight); if (RotateWeaponOnSpread) { this.transform.rotation = this.transform.rotation * spread; } } if (triggerObjectActivation) { if (nextGameObject.GetComponent <MMPoolableObject>() != null) { nextGameObject.GetComponent <MMPoolableObject>().TriggerOnSpawnComplete(); } } return(nextGameObject); }
void Start() { pooler = ObjectPooler.instance; }
void Start() { objPooler = gameObject.GetComponent <ObjectPooler>(); }
private void Start() { objectPooler = ObjectPooler.Instance; destroyTimeCounter = destroyTime; destroyTrigger = GameObject.Find("Object Destroyer").transform; }
void Awake() { opInstance = this; }
public override IEnumerator StartSpell() { const int NUM_IN_RING = 14; const int NUM_RINGS = 4; const float BULLET_ACCELERATION = 0.8f; while (true) { ShootSFX(); for (int i = 0; i < 6; i++) { float rot = (i % 2 == 0) ? 0 : 11.25f; StartCoroutine(CircleBullet("ButterflyPink", 14, 22 - i, rotation: rot)); } yield return(new WaitForSeconds(0.5f)); // "Stop" time Time.timeScale = FROZEN_TIME_SCALE; List <GameObject> bulletsTime = new List <GameObject>(); float lastRot = 0f; for (int i = 0; i < NUM_RINGS; i++) { ShootSFX(); GameObject ring = new GameObject("KuaniRing"); ring.transform.position = StageController.Player.transform.position; foreach (Vector2 pos in Bomb.GetShapePoints(NUM_IN_RING, i * 1.3f + 6.5f, StageController.Player.transform.position.x, StageController.Player.transform.position.y)) { GameObject bullet = ObjectPooler.Spawn("KunaiPink", pos, Quaternion.identity); Vector3 dir = StageController.Player.transform.position - bullet.transform.position; float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90; Destroy(bullet.GetComponent <SimpleMovement>()); bullet.GetComponent <Rigidbody2D>().velocity = Vector2.zero; bullet.transform.Rotate(0, 0, angle); bullet.transform.SetParent(ring.transform); bulletsTime.Add(bullet); } float r = 360 * 2f / NUM_IN_RING / NUM_IN_RING; ring.transform.Rotate(0, 0, lastRot + r); lastRot += r; yield return(new WaitForSeconds(0.15f * FROZEN_TIME_SCALE)); } Time.timeScale = 1; yield return(new WaitForSeconds(0.2f)); foreach (GameObject b in bulletsTime) { if (b.GetComponent <SimpleMovement>() != null) { b.GetComponent <SimpleMovement>().UpdateAcceleration(b.transform.up.x * BULLET_ACCELERATION, b.transform.up.y * BULLET_ACCELERATION); } else { b.AddComponent <SimpleMovement>().UpdateAcceleration(b.transform.up.x * BULLET_ACCELERATION, b.transform.up.y * BULLET_ACCELERATION); } } switch (Random.Range(0, 4)) { case 0: User.GoToWaypoint(StageController.Stage.Waypoints.TOP_LEFT); break; case 1: User.GoToWaypoint(StageController.Stage.Waypoints.TOP_RIGHT); break; case 2: User.GoToWaypoint(StageController.Stage.Waypoints.TOP_CENTER); break; } yield return(new WaitForSeconds(3.0f)); } }
private void Awake() { _current = this; }
// Use this for initialization void Start() { effectsSoundPool = GetComponent<ObjectPooler>(); soundVolume = PlayerPrefs.GetFloat("SoundVolume", 0.5f); musicVolume = PlayerPrefs.GetFloat("MusicVolume", 0.5f); musicSource.volume = musicVolume; }
void Start() { waveCountDown = firstWaveWaitTime; objectpooler = ObjectPooler.instance; }
void Awake() { Current = this; }
public void SetPool(ObjectPooler pool) { objectPool = pool; }
// Use this for initialization void Start() { projectileTimer = projectileInterval; objectPooler = GetComponent<ObjectPooler>(); }
void Awake() { Instance = this; BulletList = new List<GameObject>(); PopulateLists(); }
private void Awake() { fish = GetComponent <Fish>(); dropGold = GetComponent <DropGold>(); objectPooler = ObjectPooler.Instance; }
/// <summary> /// Initializes fish list and spawn volumes /// </summary> void Start() { fishes = new List<GameObject>(); player = GameObject.Find("Player").transform; pool = ObjectPooler.current; numberOfTypes = pool.PooledObjectCount; colliderCount = colliders.Length; disabled = new bool[colliderCount]; initialized = new bool[colliderCount]; maxDistanceSquared = maxDistance * maxDistance; Reset(); #if UNITY_EDITOR this.ValidateInputs(); #endif }
void Start() { objectPooler = ObjectPooler.Instance; rb.freezeRotation = true; }
private void Start() { objPooler = ObjectPooler.Instance; camMove = CameraMovement.Instance; }
public override IEnumerator StartSpell() { while (User.IsMoving()) { yield return(new WaitForSeconds(0.0001f)); } StageController.AudioManager.PlaySFX(Alert, 0.9f); const int MAX_LVL = 5; const float BORDER_SPEED = 20; List <Vector2> bulletLocations = new List <Vector2>(); for (int level = 0; level < MAX_LVL; level++) { for (int x = -14; x <= 14; x++) { for (int y = -3; y <= 23; y++) { if ((x % 2 == 0 && y % 2 == 0) || (Mathf.Abs(x % 2) == 1 && Mathf.Abs(y % 2) == 1)) { continue; } bulletLocations.Add(new Vector2(x, y)); } } int c = 0; StageController.AudioManager.PlaySFX(BigShot, 0.6f); StageController.AudioManager.PlaySFX(BigShotEcho, 0.6f); foreach (Vector2 pos in bulletLocations) { if (Random.Range(0, 9) < 5) { if (c++ % 35 == 0) { ShootSFX(); } StartCoroutine(WarnSpawn(pos, level)); yield return(new WaitForSeconds(0.0005f)); } } bulletLocations.Clear(); while (bulletSpawns > 0) { yield return(new WaitForSeconds(0.0001f)); } for (int i = 0; i < 20; i++) { if (i % 2 == 0) { ShootSFX(); } GameObject bullet = ObjectPooler.Spawn("BubbleGreen", new Vector3(-13.5f, -1.5f, 0), Quaternion.identity); GameObject bullet2 = ObjectPooler.Spawn("BubbleGreen", new Vector3(-13.5f, -1.5f, 0), Quaternion.identity); GameObject bullet3 = ObjectPooler.Spawn("BubbleGreen", new Vector3(12.5f, 21.5f, 0), Quaternion.identity); GameObject bullet4 = ObjectPooler.Spawn("BubbleGreen", new Vector3(12.5f, 21.5f, 0), Quaternion.identity); bullet.transform.localScale = new Vector3(3.5f, 3.5f, 1); bullet2.transform.localScale = new Vector3(3.5f, 3.5f, 1); bullet3.transform.localScale = new Vector3(3.5f, 3.5f, 1); bullet4.transform.localScale = new Vector3(3.5f, 3.5f, 1); bullet.GetComponent <Rigidbody2D>().velocity = new Vector2(0, BORDER_SPEED); bullet2.GetComponent <Rigidbody2D>().velocity = new Vector2(BORDER_SPEED, 0); bullet3.GetComponent <Rigidbody2D>().velocity = new Vector2(0, -BORDER_SPEED); bullet4.GetComponent <Rigidbody2D>().velocity = new Vector2(-BORDER_SPEED, 0); bullet.GetComponent <Rigidbody2D>().angularVelocity = Random.Range(90.0f, 110.0f); bullet2.GetComponent <Rigidbody2D>().angularVelocity = Random.Range(90.0f, 110.0f); bullet3.GetComponent <Rigidbody2D>().angularVelocity = Random.Range(90.0f, 110.0f); bullet4.GetComponent <Rigidbody2D>().angularVelocity = Random.Range(90.0f, 110.0f); yield return(new WaitForSeconds(0.05f)); } yield return(new WaitForSeconds(1.0f)); StageController.AudioManager.PlaySFX(Boon, 0.6f); foreach (GameObject bullet in Bullets) { Vector2 dir = (StageController.Player.transform.position - bullet.transform.position).normalized * 1; SimpleMovement sm = bullet.GetComponent <SimpleMovement>(); sm.UpdateAcceleration(dir.x, dir.y); } yield return(new WaitForSeconds(10.0f - level)); } }
// Start is called before the first frame update #region Unity Callbacks void Start() { objectPooler = ObjectPooler.SharedInstance; poIndex = objectPooler.AddObject(hitFX, 1, true); audioSource = GetComponent <AudioSource>(); }
void Awake() { instance = this; }
// Start is called before the first frame update void Start() { startY = YLocation(PlayerInformation.selectLevel); noteObjectPooler = gameObject.GetComponent <ObjectPooler>(); // 초기화 // 텍스트에서 비트정보를 읽는다 TextAsset textAsset = Resources.Load <TextAsset>("Beats/" + PlayerInformation.selectedMusic); StreamReader reader; // textAsset을 얻지 못하면 사용자가 추가하거나 다운 받은것이므로 내부폴더에서 가져온다. if (textAsset == null) { Debug.Log("textAsset is Null"); string txtFilePath = Application.persistentDataPath + Path.DirectorySeparatorChar + "beats" + Path.DirectorySeparatorChar + PlayerInformation.selectedMusic + ".txt"; reader = new StreamReader(txtFilePath); } else { // StringReader reader = new StringReader(textAsset.text); // Resources에 있는 txt파일을 streamReader로 읽기 위해서는 MemoryStream을 이용한다. MemoryStream ms = new MemoryStream(System.Text.Encoding.UTF8.GetBytes(textAsset.text)); reader = new StreamReader(ms); } // 첫번째 적힌 곡 이름을 읽는다 musicTitle = reader.ReadLine(); Debug.Log(musicTitle); // 두번째 아티스트를 읽는다 musicArtist = reader.ReadLine(); Debug.Log(musicArtist); // 세번째 줄에 적힌 비트 정보를 읽는다 string beatInformation = reader.ReadLine(); bpm = Convert.ToInt32(beatInformation.Split(' ')[0]); divider = Convert.ToInt32(beatInformation.Split(' ')[1]); startPoint = (float)Convert.ToDouble(beatInformation.Split(' ')[2]); // 1초마다 떨어지는 비트 개수 // 만약 txt 파일의 divider 값이 크면 1초에 생성되는 노트수가 // 적어진다. beatCount = (float)bpm / divider; // 비트가 떨어지는 간격을 계산한다.(노트사이의 간격 시간임) beatInterval = 1 / beatCount; // 각 비트들이 떨어지는 위치 및 시간정보(4번째 줄부터) string line; //while ((line = reader.ReadLine()) != null) //{ // // 노트를 생성 // // 먼저 떨어지는 노트의 인덱스를 구하고 // // 언제 떨어지는 구해서 매개변수로 전달 // Note note = new Note( // Convert.ToInt32(line.Split(' ')[0]) + 1, // Convert.ToInt32(line.Split(' ')[1]) // ); // notes.Add(note); //} while ((line = reader.ReadLine()) != null) { // 노트를 생성 // 먼저 떨어지는 노트의 인덱스를 구하고 // 언제 떨어지는 구해서 매개변수로 전달 Note2 note = new Note2( Convert.ToInt32(line.Split(' ')[0]) + 1, Convert.ToSingle(line.Split(' ')[1]) ); notes2.Add(note); } // 모든 노트를 정해진 시간에 출발하도록 // 코루틴으로 //for (int i = 0; i <notes.Count; i++) //{ // StartCoroutine(AwaitMakeNote(notes[i])); //} // 모든 노트를 정해진 시간에 출발하도록 // 코루틴으로 //for (int i = 0; i < notes2.Count; i++) //{ // StartCoroutine(AwaitMakeNote(notes[i])); //} StartCoroutine(StartMakeNote(notes2)); // 마지막 노트를 기준으로 게임 종료 함수를 부른다. StartCoroutine(AwaitGameResult2(notes2[notes2.Count - 1].order)); }
void Awake() { player = FindObjectOfType<PlayerManager> (); shotCounter = waitBTWShoot; objectPooler = GameObject.Find("SkeletonBoneObjectPool").GetComponent<ObjectPooler>(); }
private void Awake() { // Setting the singleton instance to the ObjectPooler. Instance = this; }
// Start is called before the first frame update void Start() { objectPooler = ObjectPooler.Instance; StartCoroutine(spawnRoutine()); }
//public Animator theAnimator; void Start() { bulletPools = GameObject.Find ("MissilePooler").GetComponent<ObjectPooler> (); //theAnimator = GetComponentInChildren<Animator> (); }
// Start is called before the first frame update void Start() { noteObjectPooler = gameObject.GetComponent <ObjectPooler>(); // 초기화 // Debug.Log(noteObjectPooler); // 노트 생성 }
private void Awake() { SharedInstance = this; }
// Use this for initialization void Start() { playerStats = GetComponent <PlayerStats>(); objectPooler = ObjectPooler.Instance; }
void Start() { DrillUPG = GetComponent<DrillUpgrades>(); bulletPools = GameObject.Find (poolName).GetComponent<ObjectPooler> (); }
void Start() { elapsedTime = 0; objectPooler = ObjectPooler.Instance; }
void Awake() { current = this; }
private void Start() { objectPooler = ObjectPooler.Instance; duplicate = rnd; }