protected override void Start() { // Black Hole skillCost[0] = 800; skillMax[0] = skillCost[0]; // Super Nova skillCost[1] = 1400; skillMax[1] = skillCost[1]; shootPower[0] = 1500; shootPower[1] = shootPower[0] + 50; shootPower[2] = shootPower[0] + 100; shootDelay[0] = 0.1f; shootDelay[1] = 0.08f; shootDelay[2] = 0.05f; shootPoint = transform.Find("Shoot Point").gameObject; Pooler.Instantiate(laser, laser_prefab, 42); Pooler.Instantiate(blackHole, blackHole_prefab, 8); base.Start(); }
protected override void Shoot() { GameObject clone = Pooler.GetObject(bubble, shootPoint.transform.position, transform.rotation); shootPoint.transform.localRotation = Quaternion.Euler(new Vector3(0, 135 + Random.Range(-spread, spread), 0)); clone.GetComponent <BaseAttack>().SetVelocity(shootPoint.transform.forward * shootPower[weaponLevel] + velocity); }
private void Awake() { pooler = FindObjectOfType <Pooler>(); SetUpSprite(); SetUpColor(); }
protected override void Start() { // Aimed Blast skillCost[0] = 800; skillMax[0] = skillCost[0]; // Chrono skillCost[1] = 1000; skillMax[1] = skillCost[1]; shootPower[0] = 700; shootPower[1] = 750; shootPower[2] = 850; shootDelay[0] = 0.03f; shootDelay[1] = 0.025f; shootDelay[2] = 0.02f; Pooler.Instantiate(bubble, bubble_prefab, 40); shootPoint = transform.Find("Shoot Point").gameObject; base.Start(); }
public void StartPlayerLoadout() { pstats = PM.playerstat; Debug.Log("Loadout: Prim Owner " + pstats.name); pooler = PM.pooler; Debug.Log("PL: Pooler " + pooler.GetInstanceID()); }
public void Awake() { _instance = this; var possibleValues = Enum.GetValues(typeof(PooledObjects)).Cast <PooledObjects>().ToList(); var prefabs = Resources.LoadAll <GameObject>("Pooled"); foreach (var prefab in prefabs) { Enum.TryParse(prefab.name, out PooledObjects enumValue); // Try get the pooled object enum value _lookupDictionary.Add(enumValue, prefab); // Add it to our lookup dictionary for quick instantiating _poolDictionary.Add(enumValue, new List <GameObject>()); // Create the pool possibleValues.RemoveAll(e => e == enumValue); // Remove the enum from the possible values } if (_debugWarnings && possibleValues.Any()) { if (possibleValues[0] == PooledObjects.Nothing && possibleValues.Count == 1) { return; } var builder = new StringBuilder(); builder.Append("A prefab resource was not found for: "); foreach (var possibleValue in possibleValues) { builder.Append($"{possibleValue}{(possibleValue != possibleValues.Last() ? "," : "")}"); } throw new NotImplementedException(builder.ToString()); } }
// Start is called before the first frame update void Start() { destructionPoint = GameObject.Find("Destruction Point"); pool = GameObject.Find("CoinPool").GetComponent <Pooler>(); scoreManager = FindObjectOfType <Score>(); coinSound = GameObject.Find("CoinSound").GetComponent <AudioSource>(); }
private void Start() { pooler = Pooler.instance; uIManager = UIManager.instance; CountdownText.gameObject.SetActive(false); soundManager = SoundManager.instance; }
public IEnumerator Despawn() { for (int i = 1; i < objects.Count; i++) { if (objects[i] != null) { GameObject spawn = Instantiate(SpawnPoof, objects[i].transform.position, Quaternion.identity); Destroy(spawn, 0.3f); Destroy(objects[i]); } } yield return(new WaitForSeconds(0.1f)); for (int i = 0; i < projectiles.transform.childCount; i++) { Pooler pool = projectiles.transform.GetChild(i).GetComponent <Pooler>(); for (int u = 0; u < pool.transform.childCount; u++) { pool.transform.GetChild(u).gameObject.SetActive(false); } } yield return(new WaitForSeconds(0.31f)); objects = new List <GameObject>(); objects.Add(GameObject.Find("Player")); }
// Bomb protected override void Skill_0() { for (int i = 0; i < 4; i++) { part[i].transform.localPosition = part[i].transform.localPosition.normalized * defaultSize; part[i].transform.DOLocalMove(part[i].transform.localPosition.normalized * 15f, 0.2f).From(); } clone = Pooler.GetObject(bomb, transform.position, transform.rotation); clone.GetComponent <Bomb>().SetOwner(this.gameObject); clone.GetComponent <Bomb>().ownerNum = playerNum; clone.GetComponent <Rigidbody>().AddForce(shootPoint.transform.forward * 400000 + velocity); if (nova.activeInHierarchy == true) { clone.GetComponent <Bomb>().novaImune = 0.4f; } shootTimer = shootDelay[weaponLevel]; rB.AddForce(shootPoint.transform.forward * -60000); ProCamera2DShake.Instance.Shake( 0.3f, //duration new Vector3(35, 35), //strength 2, //vibrato 0.5f, //randomness aimAngle * -1, //initialAngle (-1 = random) new Vector3(0, 0, 0), //rotation 0.1f); //smoothness queBomb = false; }
protected override void Start() { // Bomb skillCost[0] = 300; skillMax[0] = skillCost[0] * 5; skillCost[1] = 200; skillMax[1] = skillCost[1]; //// Detonate //skillCD[1] = 0; shootPower[0] = 900; shootPower[1] = 1000; shootPower[2] = 1100; shootDelay[0] = 0.5f; shootDelay[1] = shootDelay[0]; shootDelay[2] = shootDelay[0]; shootPoint = transform.Find("Shoot Point").gameObject; Pooler.Instantiate(laser, laser_prefab, 150); Pooler.Instantiate(bomb, bomb_prefab, 20); nova = Instantiate(nova_prefab); nova.gameObject.SetActive(false); for (int i = 0; i < 4; i++) { part[i].transform.localPosition = part[i].transform.localPosition.normalized * defaultSize; } base.Start(); }
public void getGradientInput() { var inData = new MultiMatrix(new int[] { 5, 5 }, new double[] { 0, 1, 2, 3, 4, 10, 11, 9, 14, 13, 20, 24, 25, 26, 20, 32, 27, 28, 29, 21, 31, 33, 34, 35, -1, }); var gradientNext = new MultiMatrix(new int[] { 3, 3 }, new double[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, }); var expectedGradient = new MultiMatrix(new int[] { 5, 5 }, new double[] { 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, }); var pooler = new Pooler(new int[] { 2, 2 }); var gradient = pooler.getGradientInput(inData, gradientNext); Assert.IsTrue(expectedGradient.EEquals(gradient)); }
protected override void Shoot() { for (int i = 0; i < 4; i++) { part[i].transform.localPosition = part[i].transform.localPosition.normalized * defaultSize; part[i].transform.DOLocalMove(part[i].transform.localPosition.normalized * 8f, 0.4f).From(); } for (int i = 0; i < amount[weaponLevel]; i++) { clone = Pooler.GetObject(laser, shootPoint.transform.position, transform.rotation); float randDir = Random.Range(-spread[weaponLevel], spread[weaponLevel]); shootPoint.transform.localRotation = Quaternion.Euler(new Vector3(0, 135 + randDir, 0)); clone.GetComponent <BaseAttack>().GetRigidBody().AddForce(shootPoint.transform.forward * (shootPower[weaponLevel] + Random.Range(-100, 100)) * (120 - (Mathf.Abs(randDir) * 3)) + velocity); clone.GetComponent <TrailRenderer>().Clear(); } ProCamera2DShake.Instance.Shake( 0.1f, //duration new Vector3(35, 35), //strength 2, //vibrato 0.5f, //randomness aimAngle * -1, //initialAngle (-1 = random) new Vector3(0, 0, 0), //rotation 0.1f); //smoothness bombTimer = 0; }
public void Stop() { this.gameClient.ClientReceivedMessage -= this.ClientReceivedMessage; this.gameClient.ClientConnectedToServer -= this.ClientConnected; this.gameClient.ClientDisconnectedFromServer -= this.ClientDisconnected; this.sceneNetworkObjectsList.Clear(); this.sceneNetworkObjectsHash.Clear(); if (Platform.IsApplicationQuitting == false) { // Destroy all dynamic objects foreach (var dynamic in this.dynamicNetworkObjectsList) { if (dynamic && dynamic.gameObject) { Pooler.Destroy(dynamic.gameObject); } } this.dynamicNetworkObjectsList.Clear(); this.dynamicNetworkObjectsHash.Clear(); } SceneManager.sceneLoaded -= this.OnSceneLoaded; }
public NetworkIdentity CreateDynamicNetworkIdentity(string resourceName, long networkId, long ownerId, Vector3 position, Quaternion rotation) { if (ResourcePrefabCache.TryGetValue(resourceName, out NetworkIdentity networkIdentityPrefab) == false) { networkIdentityPrefab = Resources.Load <NetworkIdentity>(resourceName); ResourcePrefabCache.Add(resourceName, networkIdentityPrefab); } var newNetworkIdentity = Pooler.Instantiate(networkIdentityPrefab); newNetworkIdentity.SetClient(this.gameClient); newNetworkIdentity.SetNetworkId(networkId); newNetworkIdentity.SetOwner(ownerId, newNetworkIdentity.CanChangeOwner); newNetworkIdentity.ResourceName = resourceName; newNetworkIdentity.transform.SetPositionAndRotation(position, rotation); if (this.isConnected) { newNetworkIdentity.RequestUpdate(); } // Registering the new dynamic object this.dynamicNetworkObjectsHash.Add(newNetworkIdentity.NetworkId, newNetworkIdentity); this.dynamicNetworkObjectsList.Add(newNetworkIdentity); return(newNetworkIdentity); }
// Start is called before the first frame update void Start() { arrowPooler = new Pooler(100, shootObjectPrefab); mainParticles = orbParticles.main; OnShoot += Shoot; WhileChargeUp += BowModelChargeUp; }
private void Start() { fruitRigidbody = transform.GetComponent <Rigidbody>(); gameController = GameController.instance; pooler = Pooler.instance; rb = GetComponent <Rigidbody>(); }
public Pooler GetPooler(GameObject inPoolPrefab) { Pooler pooler = null; if (this.prefabToPooler.ContainsKey(inPoolPrefab)) { pooler = this.prefabToPooler[inPoolPrefab]; } // if passing in a prefab which doesn't have a pooler yet, create one else { GameObject newPoolerGO = new GameObject(); newPoolerGO.SetLayerRecursively(PoolManager.I.gameObject.layer); newPoolerGO.name = inPoolPrefab.name; newPoolerGO.transform.parent = this.transform; newPoolerGO.transform.localPosition = Vector3.zero; Poolable poolable = new Poolable(); poolable.key = inPoolPrefab.name; poolable.prefab = inPoolPrefab; poolable.amountToSpawn = 1; pooler = newPoolerGO.AddComponent <Pooler>(); pooler.Initialize(poolable); } return(pooler); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } PoolItemsObject = new GameObject(); PoolItemsObject.name = "PoolItemsObject"; PoolItemsObject.transform.SetParent(transform); PoolItems = new List <PoolItem>(); ItemsToBeDisabled = new Dictionary <GameObject, Coroutine>(); for (int i = 0; i < PrefabsToPool.Length; i++) { if (PrefabsToPool[i].PrefabToPool == null) { Debug.Log("Prefab at index " + i + " has no prefab"); continue; } string Name = PrefabsToPool[i].Name == "" || PrefabsToPool[i].Name == null ? PrefabsToPool[i].PrefabToPool.name : PrefabsToPool[i].Name; int Amount = PrefabsToPool[i].Amount == 0 ? 100 : PrefabsToPool[i].Amount; CreatePool(Name, PrefabsToPool[i].PrefabToPool, Amount); } }
//int shootParticleCount; protected override void Start() { // Power Shot skillCost[0] = 400; skillMax[0] = skillCost[0]; // Nova skillCost[1] = 2000; skillMax[1] = skillCost[1]; shootPower[0] = 1900; shootPower[1] = shootPower[0]; shootPower[2] = shootPower[0]; shootDelay[0] = 0.135f; shootDelay[1] = shootDelay[0]; shootDelay[2] = shootDelay[0]; Pooler.Instantiate(laser1, laser1_prefab, 15); Pooler.Instantiate(laser2, laser2_prefab, 30); //Pooler.Instantiate(laserBlast, laserBlast_prefab, 12); powerShot = Instantiate(powerShot_prefab).GetComponent <PowerShot>(); powerShot.gameObject.SetActive(false); powerShot.owner = this; nova = Instantiate(nova_prefab).GetComponent <StunNova>(); nova.gameObject.SetActive(false); nova.owner = this; base.Start(); }
private void InitializeEnemyPools() { foreach (var enemy in enemies) { Pooler.InitializePool(enemy); } }
private void Start() { //para probar el funcionamiento de la creacion de cartas no se desarrollara la parte de seleccionar las cartas de la mano, sino que ser� aleatorio deck1 = CreateHand(); deck2 = CreateHand(); //Pool de 5 cartas maximas por mano hand1 = Pooler.GetPoolObjects(cardPrefab, 5, hand1Parent); //Asigno la mano de cada pool de cartas foreach (var c in hand1) { c.GetComponent <Dragable>().typeOfHand = Dragable.Hands.Hand1; } hand2 = Pooler.GetPoolObjects(cardPrefab, 5, hand2parent); foreach (var c in hand2) { c.GetComponent <Dragable>().typeOfHand = Dragable.Hands.Hand2; } //Resetear las transformaciones del Rect Transform ResetTransforms(hand1); ResetTransforms(hand2); //Seteo los tiops de cartas a los valores de la mano generada CardSetter(hand1, deck1); CardSetter(hand2, deck2); }
// Start is called before the first frame update void Awake() { Instance = this; PoolDictionary = new Dictionary <string, Queue <GameObject> >(); foreach (Pool pool in PoolObjects) { Queue <GameObject> objectPool = new Queue <GameObject>(); GameObject parentObj = Instantiate(new GameObject(), transform.position, Quaternion.identity); parentObj.name = pool.name + "s"; for (int i = 0; i < pool.sizeOfPool; i++) { GameObject gm = Instantiate(pool.prefab); gm.SetActive(false); gm.transform.parent = parentObj.transform; objectPool.Enqueue(gm); } PoolDictionary.Add(pool.name, objectPool); } }
/// <summary> /// 初始化对象池 /// </summary> void PoolerInit() { Pooler.SetPooler(pooler); Pooler.CreatePool(PoolType.HeroPool.ToString(), heroPrefab); Pooler.CreatePool(PoolType.DoorPool.ToString(), doorPrefab); Pooler.CreatePool(PoolType.TextPool.ToString(), textPrefab); }
/// <summary> /// 刷新文本展示 /// </summary> void FreshText(object data) { GameObject textGo = Pooler.GetPoolObj(PoolType.TextPool.ToString()); textGo.transform.SetParent(numericalLayer.transform); textGo.GetComponent <TextView>().Fresh(data); }
private void Awake() { pooler = GameObject.FindGameObjectWithTag("Pooler").GetComponent <Pooler>(); rb = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); trigger2D = GetComponent <CircleCollider2D>(); }
void Start() { Pooler.Instantiate(exp, exp_prefab, 100); Pooler.Instantiate(redLaser, redLaser_prefab, laserCount); //DebugText.Instance.SetText("" + laserCount); }
protected override void Start() { // Laser skillCost[0] = 3200; skillMax[0] = skillCost[0]; // Switch skillCost[1] = 1200; skillMax[1] = skillCost[1]; shootPower[0] = shootPowerMod[attackMode - 1, 0]; shootPower[1] = shootPowerMod[attackMode - 1, 1]; shootPower[2] = shootPowerMod[attackMode - 1, 2]; shootDelay[0] = shootDelayMod[attackMode - 1, 0]; shootDelay[1] = shootDelayMod[attackMode - 1, 1]; shootDelay[2] = shootDelayMod[attackMode - 1, 2]; Pooler.Instantiate(laser1, laser_prefab[0], 20); Pooler.Instantiate(laser2, laser_prefab[1], 50); Pooler.Instantiate(laser3, laser_prefab[2], 200); angleDelay = 180; nova = Instantiate(nova_prefab); nova.gameObject.SetActive(false); nova.GetComponent <Nova>().FollowOwner(this.transform); base.Start(); }
void Shoot3() { if (shootToggle) { clone = Pooler.GetObject(laser3, shootPoint[0].transform.position, transform.rotation); clone.GetComponent <Laser>().SetVelocity(shootPoint[0].transform.forward * shootPower[weaponLevel]); clone.GetComponent <TrailRenderer>().Clear(); } else { float offset = Random.Range(0, spread); clone = Pooler.GetObject(laser3, shootPoint[1].transform.position, transform.rotation); clone.GetComponent <BaseAttack>().SetVelocity(new Vector3( Mathf.Sin((aimAngle - offset) * Mathf.Deg2Rad), 0, Mathf.Cos((aimAngle - offset) * Mathf.Deg2Rad)).normalized *shootPower[weaponLevel] * -1); clone.GetComponent <TrailRenderer>().Clear(); clone = Pooler.GetObject(laser3, shootPoint[2].transform.position, transform.rotation); clone.GetComponent <BaseAttack>().SetVelocity(new Vector3( Mathf.Sin((aimAngle + offset) * Mathf.Deg2Rad), 0, Mathf.Cos((aimAngle + offset) * Mathf.Deg2Rad)).normalized *shootPower[weaponLevel] * -1); clone.GetComponent <TrailRenderer>().Clear(); } shootToggle = !shootToggle; }
void Awake() { obstaclePool = GameManager.instance.getObstaclePool(); tokenPool = GameManager.instance.getTokenPool(); cashPool = GameManager.instance.getCashPool(); cloudNearPool = GameManager.instance.getCloudNearPool(); cloudFarPool = GameManager.instance.getCloudFarPool(); }
void Awake() { if (_instance != null) { Debug.LogError ("Instance should be null"); } _instance = this; pooledInstances = new Queue<Transform>[poolablePrefabs.Length]; // TODO allow pre-warming the instances assetIdToIndex = new Dictionary<NetworkHash128, int> (); for (int i = 0; i < poolablePrefabs.Length; i ++) { NetworkIdentity id = poolablePrefabs[i].GetComponent<NetworkIdentity>(); if (id != null) { ClientScene.RegisterSpawnHandler (id.assetId, SpawnPoolable, UnspawnPoolable); assetIdToIndex[id.assetId] = i; } } // These are used to hold instances we create until we hear back from the server localInstances = new List<Transform> (); // callbacks = new List<NetworkInstantiateDelegate> (); queuedInstances = new List<RemoteInstanceMessage> (); if (NetworkServer.active) { NetworkServer.RegisterHandler (RemoteInstanceMsg, ReceiveRemoteInstanceFromClient); } if (NetworkClient.active) { NetworkManager.singleton.client.RegisterHandler (RemoteInstanceMsg, ReceiveRemoteInstanceFromServer); } }
public void Initialize() { //base.Initialize(); //UpdateView(); //MInput.Initialize(); Tracker.Initialize(); Pooler = new Pooler(); //Commands = new Commands(); Platformer.Draw.Initialize(this); }
void Awake() { current = this; }
public void Awake() { InstRef = this; }
void OnDestroy() { _instance = null; for (int i = 0; i < poolablePrefabs.Length; i ++) { NetworkIdentity id = poolablePrefabs[i].GetComponent<NetworkIdentity>(); if (id != null) { ClientScene.UnregisterSpawnHandler (id.assetId); } } }