void Start() { lazerState = true; MPool = new MemoryPool(); MPool.Create(playerLazer, lazerMaxPool); lazerArray = new GameObject[lazerMaxPool]; }
void Start() { m_bulletPrefabs = Resources.LoadAll <GameObject>("Prefabs/Bullet/"); if (m_distance == DISTANCE.E_SHORTTYPE) { m_normalAttack_collCheck.SetActive(false); m_skill_collCheck.SetActive(false); } if (m_distance == DISTANCE.E_LONGTYPE) { } if (m_distance == DISTANCE.E_MIXTYPE) { if (PlayerPrefs.GetString("SelectCharacter") == "Yuko") { m_bulletCount = 5; m_bullet = new GameObject[m_bulletCount]; m_bulletpool.Create(m_bulletPrefabs[0], m_bulletCount); for (int i = 0; i < m_bullet.Length; i++) { m_bullet[i] = null; } } } }
void Start() { FireState = true; // 처음에 파이어 볼 발사할 수 있도록 발사 상태 변수를 트루로 만든거 FireBallMPool = new MemoryPool(); // 메모리 풀을 초기화 FireBallMPool.Create(BossFireBall, FireBallMaxPool); // BossFireBall을 FireballMaxPool만큼 생성 FireBallArray = new GameObject[FireBallMaxPool]; // 배열을 초기화 해 줌 }
// Use this for initialization private void Awake() { playerSound = GetComponent <PlayerSoundSetting>(); MyState = GetComponent <PlayerState>(); PlayerViberation = GetComponent <Viberation>(); camTr = Camera.main.transform; MarkerRotate = Beejae_Marker[0].transform.rotation; AzuraHands = new TouchCollision[2]; AzuraHands[0] = Hands[0].GetComponent <TouchCollision>(); AzuraHands[1] = Hands[1].GetComponent <TouchCollision>(); typecheck = GetComponentInChildren <LineDraw>(); if (typecheck.IsHaveSkill(0)) { int poolCount = 5; Azurapool.Create(AzuraBallPrefab, poolCount); AzuraBall = new GameObject[poolCount]; for (int i = 0; i < AzuraBall.Length; ++i) { AzuraBall[i] = null; } } if (typecheck.IsHaveSkill(1)) { int poolCount = 5; Arrowpool.Create(ArrowPrefab, poolCount); Arrow = new GameObject[poolCount]; for (int i = 0; i < Arrow.Length; ++i) { Arrow[i] = null; } } }
void Start() { splatterParticles = GetComponent <ParticleSystem>(); collisionEvents = new List <ParticleCollisionEvent>(); bloodParticlePool = new MemoryPool(); bloodParticlePool.Create(bloodParticlePrefab, 100, fireTraceParent); }
void Start() { MissileStatus = true; Mpool = new MemoryPool(); Mpool.Create(PlayerMissile, MissileMaxPool); MissileArray = new GameObject[MissileMaxPool]; }
void Start() { enemyPool.Create(enemy, generateNum, this.transform); stage_EnemyZone = GameObject.FindGameObjectsWithTag("SpawnZone"); StartCoroutine(Generate()); DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { FireState = true; mPool = new MemoryPool(); mPool.Create(PlayerBullet, BulletMaxPool); BulletArray = new GameObject[BulletMaxPool]; }
protected override void OnLoad() { base.OnLoad(); TouchEffects = new GameObject[10]; memoryPoolTouch = new MemoryPool(); memoryPoolTouch.Create(TouchEffect, 10, parent); offsetX = Screen.width / 2; offsetY = Screen.height / 2; }
void Start() { missile_pool.Create(EnemyMissile, MissileCount); enemy_missile = new GameObject[MissileCount]; for (int i = 0; i < enemy_missile.Length; i++) { enemy_missile[i] = null; } }
void Start() { MyState = player.transform.parent.GetComponent <PlayerState>(); myTime = 0; for (int i = 0; i < Prefab.Count; ++i) { pool.Create(Prefab[i], Prefab_Count[i]); } StartCoroutine("MobGen"); }
private void Start() { bulletHolePool.Create(hitHolePrefab, 6, fireTraceParent); flarePool.Create(hitSparkPrefab, 6, fireTraceParent); bulletCasingPool.Create(bulletCasingPrefab, 11, fireTraceParent); bloodParticlePool.Create(bloodParticlePrefab, 100, fireTraceParent); characterController = GetComponentInParent <CharacterController>(); anim = GameObject.Find("Player").GetComponent <Animator>(); }
// Use this for initialization void Start() { int poolCount = 5; pool.Create(ArrowPrefab, poolCount); Arrow = new GameObject[poolCount]; for (int i = 0; i < Arrow.Length; ++i) { Arrow[i] = null; } }
void Start() { // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정 FireState = true; // 메모리 풀을 초기화합니다. MPool = new MemoryPool(); // PlayerMissile을 MissileMaxPool만큼 생성합니다. MPool.Create(Stone, EnemyMaxPool); // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.) EnemyArray = new GameObject[EnemyMaxPool]; }
void Start() { // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정 FireState = true; Player_Animator = GetComponent <Animator>(); // 메모리 풀을 초기화합니다. MPool = new MemoryPool(); // PlayerMissile을 MissileMaxPool만큼 생성합니다. MPool.Create(PlayerMissile, MissileMaxPool); // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.) MissileArray = new GameObject[MissileMaxPool]; }
void Start() { FireState = true; DeadCheck = IsDead(); /* 미사일 생성 */ MPool.Create(MissileObject, MissileMaximumPool); MissileLeft = new GameObject[MissileMaximumPool / 2]; MissileRight = new GameObject[MissileMaximumPool / 2]; MissileSound.Stop(); }
// Use this for initialization void Start() { startTime = Time.time; int poolCount = 10; pool.Create(missilePrefab, poolCount); missile = new GameObject[poolCount]; for (int i = 0; i < missile.Length; ++i) { missile[i] = null; } }
void Start() { // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정 FireState = false; // 메모리 풀을 초기화합니다. MPool = new MemoryPool(); // PlayerMissile을 MissileMaxPool만큼 생성합니다. MPool.Create(AddMissile, MissileMaxPool); // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.) MissileArray = new GameObject[MissileMaxPool]; }
void Start() { EventSP = GameObject.Find("Player Event"); DownShift = GameObject.Find("DownShift"); MPool.Create(MissileObject, MissileMaximumPool); // 미사일 오브젝트를 메모리풀에 등록 Missile = new GameObject[MissileMaximumPool]; // 미사일 오브젝트를 배열에 생성 GetComponent <Enemy_Info>().FireState = true; GetComponent <Enemy_Info>().FireEnabled = false; GetComponent <Enemy_Info>().ScoreCheck = false; GetComponent <AudioSource>().Stop(); }
/* 프로그램 시작하자 마자 실행 */ void Start() { // 미사일 생성 pool.Create(Missile, MissilePoolCount); missile_left = new GameObject[MissilePoolCount]; missile_right = new GameObject[MissilePoolCount]; for (int i = 0; i < missile_left.Length; i++) { missile_left[i] = null; missile_right[i] = null; } Deadcheck = GameObject.Find("Player").GetComponent <Player_Move>().Deadcheck; }
// Use this for initialization void Start() { EventSP = GameObject.Find("Player Event"); DownShift = GameObject.Find("DownShift"); Boss4 = GameObject.Find("Level4 Boss"); // Create Missile MPool1.Create(MissileObject1, Missile1Pool); Missile1 = new GameObject[Missile1Pool]; GetComponent <Enemy_Info>().ScoreCheck = false; GetComponent <Enemy_Info>().FireState = true; GetComponent <Enemy_Info>().FireEnabled = false; }
void Start() { // 처음에 화살을 발사할 수 있도록 제어변수를 true로 설정 FireState = true; //메모리 풀을 초기화 MPool = new MemoryPool(); //Arrow를 ArrowMaxPool만큼 생성 MPool.Create(Arrow, ArrowMaxPool); // 배열도 초기화 (null값) ArrowArray = new GameObject[ArrowMaxPool]; animatorA = GetComponent <Animator>(); //애니메이터 만듬 }
// Use this for initialization void Start() { // Food Spawn 가능 상태로 변경 // FoodSpwanState = true; // MemeoryPool Init MPool = new MemoryPool(); MPool.Create(food, FoodMaxPool, FoodParent.transform); // Food 배열 초기화 FoodprefabArray = new GameObject[FoodMaxPool]; // Spawn food every 4 seconds, starting in 0.5 // InvokeRepeating("Spawnf", 0.5f, 4f); }
// Use this for initialization void Start() { EventSP = GameObject.Find("Player Event"); DownShift = GameObject.Find("DownShift"); Boss4 = GameObject.Find("Level4 Boss"); // Create Missile MPool1.Create(MissileObject1, Missile1Pool); Missile1 = new GameObject[Missile1Pool]; Score = false; FireState = true; FireEnabled = false; }
void Start() { // 게임 실행과 동시에 적 생성 enemy1_pool.Create(EnemyObject1, Enemy1Count); enemy1 = new GameObject[Enemy1Count]; enemy_State = true; for (int i = 0; i < enemy1.Length; i++) { enemy1[i] = null; } //데스카운터 초기화 Enemy_Death_Counter = 0; EnemySpawnMaxXpos = Player.MoveMaxXpos; }
void Start() { // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정 FireState = true; // 메모리 풀을 초기화합니다. MPool = new MemoryPool(); // PlayerMissile을 MissileMaxPool만큼 생성합니다. MPool.Create(Click, MissileMaxPool); // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.) MissileArray = new GameObject[MissileMaxPool]; FireShoot = false; FireCount = 0; FireLimit = 50; Camera = GameObject.FindWithTag("MainCamera").GetComponent <CameraShaker>(); }
// Use this for initialization void Start() { this.gameControl = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameControl>(); this.anim = GetComponent <Animator>(); this.next_step = STEP.RUN; pool.Create(effect, 7); // 애니메이션 초기화 this.anim.SetFloat("Speed", 0.0f); // 시작 위치에서의 Y값 저장( 점프 높이 this.origin_position = this.transform.localPosition; JUMP_SPEED_REDUCE = JUMP_KEY_RELEASE_REDUCE; }
// Use this for initialization void Start() { EventSP = GameObject.Find("Player Event"); DownShift = GameObject.Find("DownShift"); // Create missile into memory pool MPool1.Create(MissileObject1, MissileMaximumPool * 2); MPool2.Create(MissileObject2, MissileMaximumPool / 2); MPool3.Create(MissileObject3, MissileMaximumPool / 2); Missile1 = new GameObject[MissileMaximumPool * 2]; Missile2 = new GameObject[MissileMaximumPool / 2]; Missile3 = new GameObject[MissileMaximumPool / 2]; GetComponent <Enemy_Info>().ScoreCheck = false; GetComponent <Enemy_Info>().FireState = true; GetComponent <Enemy_Info>().FireEnabled = false; Pattern = 1; }
public void InitRhythmGameNote() { RightNote = new GameObject[10]; memoryPoolRight = new MemoryPool(); memoryPoolRight.Create(noteItem, 10, rightParent); LeftNote = new GameObject[10]; memoryPoolLeft = new MemoryPool(); memoryPoolLeft.Create(noteItem, 10, leftParent); Effect = new GameObject[10]; memoryPoolEffect = new MemoryPool(); memoryPoolEffect.Create(effectItem, 10, this.gameObject); //rightButton.SetActive(true); //leftButton.SetActive(true); AddMessage(); }
// Use this for initialization void Start() { EventSP = GameObject.Find("Player Event"); DownShift = GameObject.Find("DownShift"); Boss4 = GameObject.Find("Level4 Boss"); // Create Missile MPool1.Create(MissileObject1, Missile1Pool * SemiPool); MPool2.Create(MissileObject2, Missile2Pool * SemiPool); Missile1 = new GameObject[Missile1Pool * SemiPool]; Missile2 = new GameObject[Missile2Pool * SemiPool]; Missile3 = new GameObject[Missile3Pool * SemiPool]; Score = false; FireState = true; FireEnabled = false; Pattern = 1; SemiPattern = 0; }