public override void Disable() { for (int i = 0; i < activeCollectableHolder.Count; i++) { activeCollectableHolder[i].gameObject.SetActive(false); collectablePool.SetInstance(activeCollectableHolder[i]); } }
private void Spawn() { PlatformBase currentPlatform = platformPool.GetInctance(); currentPlatform.DisablePlatform(); currentPlatform.transform.position = Vector3.forward * currentPlatformPos.z; currentPlatformPos.z += platformData.PlatformLenght; currentPlatform.EnablePlatform(); platformPool.SetInstance(currentPlatform); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == shredderTag || collision.tag == asteroidTag) { gameObject.SetActive(false); pool.SetInstance(this); } }
private void PopulatePool() { SpawnableBase newLazer = lazerFactory.GetItem(); newLazer.SetPool(lazerPool); newLazer.transform.SetParent(playerView.ShootPos); newLazer.gameObject.SetActive(false); lazerPool.SetInstance(newLazer); }
private void PrespawnEnemies() { for (int i = 0; i < maxEnemyCount; i++) { EnemyBase enemy = MonoBehaviour.Instantiate(enemies[Random.Range(0, enemies.Length)]); enemy.InjectPool(enemyPool); enemy.gameObject.SetActive(false); enemyPool.SetInstance(enemy); } }
private void PopulatePool() { for (int i = 0; i < currentLevel.LevelData.spawnables.Count; i++) { SpawnableBase currAsteroid = asteroidsFactory.GetItem(currentLevel.LevelData.spawnables[i]); currAsteroid.gameObject.transform.SetParent(levelView.SpawnableHolder); currAsteroid.gameObject.SetActive(false); spawnableManager.SetSpawnable(currAsteroid); currentPool.SetInstance(currAsteroid); } }
private void PreSpawnShells(int count) { for (int i = 0; i < count; i++) { ShellBase newShell = Instantiate(shell, shellHolder.transform.position, Quaternion.identity); newShell.InjectPool(shellPool); newShell.gameObject.SetActive(false); newShell.transform.SetParent(shellHolder); newShell.SetDamageAmount(weaponSettings.Damage); shellPool.SetInstance(newShell); } }
public override void Disable() { gameObject.SetActive(false); pool.SetInstance(this); }