public void shoot() { if (timestamp > Time.time) { return; } timestamp = Time.time + cooldown_seconds; Vector2 vel = Camera.main.ScreenToWorldPoint(Input.mousePosition) - this.transform.position; if (vel.magnitude < 0.05) { return; } vel = vel.normalized; GameObject obj = BulletPoolManager.getBulletPoolManager().getNewBullet(); obj.transform.position = bulletSpawn.position; obj.transform.rotation = bulletSpawn.rotation; obj.SetActive(true); BulletDeluxe bullet = obj.GetComponent <BulletDeluxe>(); bullet.setData(bulletData, this.transform); bullet.setVelocity(this.transform.up); current_bullet_ID++; // StartCoroutine(end_cooldown()); }
IEnumerator FireBullet() { while (true) { // Check every 0.2 seconds if shoot button is pressed yield return(new WaitForSeconds(0.15f)); if (isFiring) { _bulletSound.Play(); //TODO: this code needs to change to user the BulletPoolManager's if (bulletType == 1) { nextBullet = BulletPoolManager.getInstance().GetBullet(); nextBullet.transform.position = bulletSpawn.transform.position; nextBullet.SetActive(true); } else if (bulletType == 2) { nextBullet = BulletPoolManager.getInstance().GetBullet2(); nextBullet.transform.position = bulletSpawn.transform.position; nextBullet.SetActive(true); } //TODO: bullet object. //TODO: Ensure you position the new bullet at the bulletSpawn position } } }
private void Awake() { if (instance == null) { instance = this; } }
void Start() { if (instance != null) { Debug.Log("Singleton violated for BulletPoolManager"); Destroy(this); } instance = this; for (int i = 0; i < ToPool.Count; i++) { List <Bullet> list = new List <Bullet> (); for (int x = 0; x < poolSize; x++) { GameObject go = Instantiate(ToPool [i]); list.Add(go.GetComponent <Bullet> ()); go.SetActive(false); go.transform.SetParent(this.transform); } UnityObjectPool <Bullet> pool = new UnityObjectPool <Bullet> (list.ToArray()); mapping.Add(ToPool[i].GetComponent <Bullet>().BASE_NAME, pool); } }
void Start() { // Assign the bullet pool to instance bPool = BulletPoolManager.Instance; boundary.Top = 2.45f; }
void Start() { pool = BulletPoolManager.getBulletPoolManager(); emitterSurrogates = new List <GameObject>(); StartCoroutine(emit()); }
public static BulletPoolManager getInstance() { if (instance == null) { instance = new BulletPoolManager(); } return(instance); }
public static BulletPoolManager GetInstance() { if (m_Instance == null) { m_Instance = new BulletPoolManager(); } return(m_Instance); }
// Use this for initialization void Awake() { if (Instance != null) { Debug.LogError("BulletPoolManager singleton fail"); return; } Instance = this; }
public void loadLevel(int level) { States.gamePhaseGuiEnabled = true; States.inPauseMenu = false; clearStorage(); BulletPoolManager.getInstance().initialize(); MisslePoolManager.getInstance().initialize(); UnityEngine.SceneManagement.SceneManager.LoadScene(Templates.getInstance().getLevel((int)States.currentCampaign.levels[level]).file); }
private void Awake() { if (singleton == null) { singleton = this; return; } Destroy(this); }
private void CheckBounds() { if (transform.position.y >= boundary.Top) { //TODO: This code needs to change to use the BulletPoolManager's //TODO: ResetBullet function which will return the bullet to the pool BulletPoolManager.GetInstance().ResetBullet(bulletType, this.gameObject); } }
public void STEP() { if (!exploded) { foreach (Templates.GunOnShuttle gun in planeTemplate.guns) { gunTemp = Templates.getInstance().getGunTemplate(gun.gunId); if (!gun.ready) { if (gun.shotTime + gunTemp.reuse < Time.time) { gun.ready = true; } } enemy = GameStorage.getInstance().getFriendlyInFireZone(this, gun); if (gun.ready && enemy != null) { f = Quaternion.Euler(0, 0, -gameObject.transform.eulerAngles.y) * gun.pos; BulletPoolManager.getInstance().shotBullet(BulletSide.ENEMY, new Vector3(transform.position.x + f.x, 5, transform.position.z + f.y), enemy.transform.position, gunTemp.damage, gunTemp.bulletSpeed, gunTemp.gunType, gunTemp.attackRange, gunTemp.bulletDispersion); gun.ready = false; gun.shotTime = Time.time; } } if (underGas) { if (Time.time >= lastGasBurned + Abilities.GasParameters.gasReuse) { Attacked(Abilities.GasParameters.gasDamage); lastGasBurned = Time.time; } } t += 1f / 151f; x = (1 - t) * (1 - t) * (1 - t) * point1.x + 3 * (1 - t) * (1 - t) * t * point2.x + 3 * (1 - t) * t * t * point3.x + t * t * t * point4.x; y = (1 - t) * (1 - t) * (1 - t) * point1.y + 3 * (1 - t) * (1 - t) * t * point2.y + 3 * (1 - t) * t * t * point3.y + t * t * t * point4.y; tmpVec.x = x; tmpVec.y = 5; tmpVec.z = y; v2tmp1.x = x - transform.position.x; v2tmp1.y = y - transform.position.z; v2tmp2 = new Vector2(0, 5); f1tmp = (v2tmp2.x * v2tmp1.y - v2tmp2.y * v2tmp1.x); f2tmp = Vector2.Angle(v2tmp2, v2tmp1); if (f1tmp > 0) { f2tmp = (180 - f2tmp) + 180; } transform.eulerAngles = new Vector3(270, f2tmp, 0); fortestAngle = f2tmp; transform.position = tmpVec; } }
// Start is called before the first frame update void Start() { _thunderSound = gameController.audioSources[(int)SoundClip.THUNDER]; _yaySound = gameController.audioSources[(int)SoundClip.YAY]; _bulletSound = GetComponent <AudioSource>(); bulletPooling = GameObject.FindObjectOfType <BulletPoolManager>(); // Shoots bullet on a delay if button is pressed StartCoroutine(FireBullet()); }
// Start is called before the first frame update void Start() { coll = GetComponent <Collision>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <AnimationScript>(); bp = GameObject.Find("BulletPoolManager").GetComponent <BulletPoolManager>(); StartCoroutine(FireBullet()); SetInputVariables(); }
protected override void Awake() { base.Awake(); if (Instance == null) { Instance = this; } Statics.Pools[(int)Statics.KnownPools.BULLET] = Instance; }
protected override void Initialize() { // 총알 초기화 BulletPoolManager bulletPoolManager = BulletPoolManager.Instance; _rigidbody = this.GetComponent <Rigidbody>(); _bulletUpdateEvent = bulletPoolManager.BulletUpdateEvent; _bulletCollisionEvent = bulletPoolManager.BulletCollisionEvent; }
//TODO: create a reference to the BulletPoolManager here // Start is called before the first frame update void Start() { BulletPool = new BulletPoolManager(bullet); _thunderSound = gameController.audioSources[(int)SoundClip.THUNDER]; _yaySound = gameController.audioSources[(int)SoundClip.YAY]; _bulletSound = GetComponent <AudioSource>(); // Shoots bullet on a delay if button is pressed StartCoroutine(FireBullet()); }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
private void Start() { IBullet currentBullet = CurrentBulletGOPrefab.GetComponent <IBullet>(); if (currentBullet == null) { return; } BulletID = currentBullet.ID; bulletManager = FindObjectOfType <BulletPoolManager>(); }
//TODO: create a structure to contain a collection of bullets // Start is called before the first frame update public static BulletPoolManager getInstance() { if (bulletManager == null) { GameObject bullet = GameObject.Find("Player").GetComponent <PlayerController>().bullet; GameObject bullet2 = GameObject.Find("Player").GetComponent <PlayerController>().bullet2; bulletManager = new BulletPoolManager(bullet, bullet2); } return(bulletManager); }
// Turns an instance of this script into a singleton for public use void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { // Assign the bullet pool to instance bPool = BulletPoolManager.Instance; _thunderSound = gameController.audioSources[(int)SoundClip.THUNDER]; _yaySound = gameController.audioSources[(int)SoundClip.YAY]; _bulletSound = GetComponent <AudioSource>(); // Shoots bullet on a delay if button is pressed StartCoroutine(FireBullet()); }
private void Awake() { if (!instance) { instance = this; DontDestroyOnLoad(this.gameObject); } else if (instance != this) { Destroy(this.gameObject); } }
private void CheckBounds() { if (transform.position.y >= boundary.Top) { //TODO: This code needs to change to use the BulletPoolManager's //TODO: ResetBullet function which will return the bullet to the pool //refers to resetbullet BulletPoolManager.ResetBullet(); Destroy(this.gameObject); } }
// Use this for initialization void Start() { bulletManager = FindObjectOfType <BulletPoolManager> (); if (GetComponent <Player>() != null) { player = GetComponent <Player>(); } else if (GetComponent <Enemy>() != null) { enemy = GetComponent <Enemy>(); } }
void Start() { pool = BulletPoolManager.getBulletPoolManager(); event_manager = BulletEventManager.getBulletEventManager(); player = GameObject.FindGameObjectWithTag("Player").transform; interrogation = InterrogationManager.getInterrogationManager(); if (startTestingCard) { PlayCard(testCard, emitter, -1); } interrogation.startPressEvent += stopCurrentCard; }
static public BulletPoolManager GetInstance() { if (Singleton == null) { Singleton = new GameObject("Container").AddComponent <BulletPoolManager>(); for (int i = 0; i < BulletAmt; i++) { BulletContainer temp = new BulletContainer(BulletsInPool, Instantiate(BulletPrefab), false); BulletsInPool++; GetInstance().Bullets.Add(temp); } } return(Singleton); }
private void Accelerates() { GameStorage.getInstance().processExplode(); if (States.WorldRunning) { GameStorage.getInstance().AccelerateAllUnits(); BulletPoolManager.getInstance().stepAllBullets(); MisslePoolManager.getInstance().MoveRocketsAndThorpeds(); if (Time.time >= GameStorage.getInstance().getEndTime()) { States.WorldRunning = false; GameStorage.getInstance().toggleOnStepEnd(); } } }
public void Init(PlayerController playerController) { _playerController = playerController; _bulletPoolManager = BulletPoolManager.Instance; _bulletAttributeMgr = _bulletPoolManager.GetAttributeMgr(); _magicalMuzzle = GameObject.Find("Weapons").GetComponent <MagicalMuzzle>(); _magicalMuzzle.AddEvent(Single); // 유도 // _bulletPoolManager.AddEvent(GuidedBullet); // // 관통 // _bulletPoolManager.GetCollisionTags().Remove("Monster"); // // 바운싱 // _bulletPoolManager.GetCollisionTags().Remove("Wall"); // _bulletPoolManager.AddEvent(BouncingBullet); }
// Use this for initialization void Start() { m_gameproperties = m_instance.GetComponent<GameProperties>(); m_inputmanager = gameObject.AddComponent<InputManager>(); m_gamestatemanager = gameObject.AddComponent<GameStateManager>(); m_commandmanager = gameObject.AddComponent<CommandManager>(); m_loadmanager = gameObject.AddComponent<LoadManager>(); m_enemymanager = gameObject.AddComponent<EnemyManager>(); m_guimanager = gameObject.AddComponent<GUIManager>(); m_bulletPoolManager = gameObject.AddComponent<BulletPoolManager>(); m_enemyPoolManager = gameObject.AddComponent<EnemyPoolManager>(); m_gamestatemanager.Init(); }
public static BulletPoolManager getInstance() { if(instance==null) instance=new BulletPoolManager(); return instance; }