private void Awake() { if (GameObjectPoolManager.HasGameObjectPool(bulletPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(bulletPoolName, bulletPoolItem.gameObject, bulletPoolPreNum); } m_BulletPool = GameObjectPoolManager.GetGameObjectPool(bulletPoolName); if (GameObjectPoolManager.HasGameObjectPool(shellPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(shellPoolName, shellPoolItem.gameObject, shellPoolPreNum); } m_ShellPool = GameObjectPoolManager.GetGameObjectPool(shellPoolName); if (GameObjectPoolManager.HasGameObjectPool(muzzlePoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(muzzlePoolName, muzzlePoolItem.gameObject, muzzlePoolPreNum); } m_MuzzlePool = GameObjectPoolManager.GetGameObjectPool(muzzlePoolName); m_AudioSource = this.GetComponent <AudioSource>(); if (m_AudioSource == null) { this.gameObject.AddComponent <AudioSource>(); m_AudioSource = this.GetComponent <AudioSource>(); } m_Animator = this.GetComponent <Animator>(); m_Animator.speed = shootSpeed; }
void Awake() { if (GameObjectPoolManager.HasGameObjectPool(lightingImpactPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(lightingImpactPoolName, lightingImpact.gameObject, lightingImpactPreNum); } m_LightingImpactPool = GameObjectPoolManager.GetGameObjectPool(lightingImpactPoolName); }
public void Awake() { if (GameObjectPoolManager.HasGameObjectPool(laserImpactPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(laserImpactPoolName, laserImpactPoolItem.gameObject, laserImpactPreNum); } m_LaserImpactPool = GameObjectPoolManager.GetGameObjectPool(laserImpactPoolName); }
void Awake() { if (GameObjectPoolManager.HasGameObjectPool(prismImpactPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(prismImpactPoolName, prismImpact.gameObject, prismImpactPreNum); } m_PrismImpactPool = GameObjectPoolManager.GetGameObjectPool(prismImpactPoolName); }
void Awake() { int missileNum = missileMountPoint.Length; if (GameObjectPoolManager.HasGameObjectPool(missilePoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(missilePoolName, misslePrefab.gameObject, missileNum * misslePoolMultiTime); } missileGameObjectPool = GameObjectPoolManager.GetGameObjectPool(missilePoolName); m_MissileRuntimeDatas = new GameObject[missileNum]; ReloadMissile(); }
public void Awake() { if (GameObjectPoolManager.HasGameObjectPool(prismPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(prismPoolName, prismPoolItem.gameObject, prismPoolPreNum); } m_PrismPool = GameObjectPoolManager.GetGameObjectPool(prismPoolName); m_AudioSource = this.GetComponent <AudioSource>(); if (m_AudioSource == null) { this.gameObject.AddComponent <AudioSource>(); m_AudioSource = this.GetComponent <AudioSource>(); } }
public void Awake() { if (GameObjectPoolManager.HasGameObjectPool(lightningPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(lightningPoolName, lightningPoolItem.gameObject, lightningPoolPreNum); } m_LightningPool = GameObjectPoolManager.GetGameObjectPool(lightningPoolName); m_AudioSource = this.GetComponent <AudioSource>(); if (m_AudioSource == null) { this.gameObject.AddComponent <AudioSource>(); m_AudioSource = this.GetComponent <AudioSource>(); } rayCastLine = rayCastPoint.GetComponent <LineRenderer>(); }
public void Awake() { for (int i = 0; i < bulletImpactDataArray.Length; i++) { BulletImpactData bulletImpactData = bulletImpactDataArray[i]; string bulletImpactPoolName = bulletImpactData.bulletImpactPoolName; GameObjectPoolItem bulletImpactPoolItem = bulletImpactData.bulletImpactPoolItem; int bulletImpactPreNum = bulletImpactData.bulletImpactPreNum; if (GameObjectPoolManager.HasGameObjectPool(bulletImpactPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(bulletImpactPoolName, bulletImpactPoolItem.gameObject, bulletImpactPreNum); } GameObjectPool bulletImpactPool = GameObjectPoolManager.GetGameObjectPool(bulletImpactPoolName); m_ImpactPoolDictionary.Add(bulletImpactPoolItem.gameObject.layer, bulletImpactPool); } }
void Awake() { m_Rigidbody = GetComponent <Rigidbody>(); m_AudioSource = GetComponent <AudioSource>(); if (GameObjectPoolManager.HasGameObjectPool(trailEffectInfo.effectPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(trailEffectInfo.effectPoolName, trailEffectInfo.effectItem.gameObject, trailEffectInfo.effectPoolNum); } trailEffectInfo.effectPool = GameObjectPoolManager.GetGameObjectPool(trailEffectInfo.effectPoolName); for (int i = 0; i < hitExplosionDataArray.Length; i++) { EffectInfo missileExplosionData = hitExplosionDataArray[i]; string missileExplosionPoolName = missileExplosionData.effectPoolName; GameObjectPoolItem missileExplosionPoolItem = missileExplosionData.effectItem; int missileExplosionPreNum = missileExplosionData.effectPoolNum; if (GameObjectPoolManager.HasGameObjectPool(missileExplosionPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(missileExplosionPoolName, missileExplosionPoolItem.gameObject, missileExplosionPreNum); } GameObjectPool missileExplosionPool = GameObjectPoolManager.GetGameObjectPool(missileExplosionPoolName); hitExplosionDataArray[i].effectPool = missileExplosionPool; m_MissileExplosionPoolDictionary.Add(missileExplosionPoolItem.gameObject.layer, missileExplosionPool); } if (GameObjectPoolManager.HasGameObjectPool(spaceExplosionEffectInfo.effectPoolName) == false) { GameObjectPoolManager.CreateGameObjectPoolForGameObject(spaceExplosionEffectInfo.effectPoolName, spaceExplosionEffectInfo.effectItem.gameObject, spaceExplosionEffectInfo.effectPoolNum); } spaceExplosionEffectInfo.effectPool = GameObjectPoolManager.GetGameObjectPool(spaceExplosionEffectInfo.effectPoolName); }