// Zorgt ervoor dat de enemies kunnen beginnen met schieten, en checked of de pools aan staan zodat een enemy bullet // pool geregeld kan worden. private void Start() { StartCoroutine(Shoot()); if (GameManager.Instance.useObjectPool) { bulletPool = gameObject.AddComponent <SimplePool.ObjectPool>() as SimplePool.ObjectPool; bulletPool.pooledObject = bullet; bulletPool.autoExpand = true; } }
// haalt alle componenten op, en begint de lijst met actieve turrets. Checked ook gelijk of de pool aan staat // en voegt deze toe voor de player bullets. void Start() { playerCollider = gameObject.GetComponent <CircleCollider2D>(); playerRenderer = gameObject.GetComponent <Renderer>(); activePlayerTurrets = new List <GameObject> { startWeapon }; shootSoundFX = gameObject.GetComponent <AudioSource>(); playerRigidbody = GetComponent <Rigidbody2D>(); if (GameManager.Instance.useObjectPool) { bulletPool = gameObject.AddComponent <SimplePool.ObjectPool>() as SimplePool.ObjectPool; bulletPool.pooledObject = playerBullet; bulletPool.autoExpand = true; } }
// Start is called before the first frame update void Start() { instance = this; obstaclePool1 = gameObject.AddComponent <SimplePool.ObjectPool>() as ObjectPool; obstaclePool1.pooledObject = randomObject1; obstaclePool1.autoExpand = true; obstaclePool2 = gameObject.AddComponent <SimplePool.ObjectPool>() as ObjectPool; obstaclePool2.pooledObject = randomObject2; obstaclePool2.autoExpand = true; obstaclePool3 = gameObject.AddComponent <SimplePool.ObjectPool>() as ObjectPool; obstaclePool3.pooledObject = randomObject3; obstaclePool3.autoExpand = true; obstaclePool4 = gameObject.AddComponent <SimplePool.ObjectPool>() as ObjectPool; obstaclePool4.pooledObject = randomObject4; obstaclePool4.autoExpand = true; }