public BuildingsDisplayer( ObjectPoolerManager objectPoolerManager, BuildingList buildingList, WallSidesUpdater wallSidesUpdater ) : base(objectPoolerManager) { _buildingList = buildingList; _wallSidesUpdater = wallSidesUpdater; }
public void InitializeAttack() { _nearestPlayerCollider = new Collider2D[3]; _cooldownTimer = 0; _hasToCharge = false; _enemyMovement = GetComponent <EnemyMovement>(); _objectPooler = ObjectPoolerManager.instance; state = State.Moving; playerPosition = _enemyMovement.FindNearestPlayer(); _playerHealth = GetNearestPlayerHealth(playerPosition); Timing.RunCoroutine(AttackSignal().CancelWith(gameObject)); Timing.RunCoroutine(ChargeSignal().CancelWith(gameObject)); }
private void Awake() { instance = this; _poolObjects = new Dictionary <string, PoolObject>(); for (int i = 0; i < objectsToPool.Count; i++) { PoolObject poolObject = objectsToPool[i]; // TODO::Checking for same ID _poolObjects.Add(poolObject.id, poolObject); } }
void Awake() { if (Instance == null) { Instance = this; Init(); DontDestroyOnLoad(gameObject); } else { DestroyImmediate(gameObject); } }
void Awake() { if (Instance != null && Instance != this) { Debug.LogError("Only one Game Manager instance should exist."); Destroy(this.gameObject); return; } Instance = this; worldManager = GetComponent <WorldManager>(); scoreManager = GetComponent <ScoreManager>(); objectPoolerManager = GetComponent <ObjectPoolerManager>(); }
void Start() { objectPoolerManager = GameManager.Instance.objectPoolerManager; // Get all meshes in the resources folder, and load all of them. With this every asteroid we spawn will have a different mesh. // The mesh choosen is randomly selected from all the meshes loaded and set it to the new asteoid mesh. var allAsteroidMeshesLoaded = Resources.LoadAll("Rocks", typeof(Mesh)); foreach (Object obj in allAsteroidMeshesLoaded) { if ((obj is Mesh) == false) { Debug.LogWarning("Found something that is not a mesh inside the rock mesh folder! ):"); continue; } Mesh mesh = obj as Mesh; asteroidMeshes.Add(mesh); } }
private void Start() { _objectPooler = ObjectPoolerManager.instance; _audioSource = GetComponent <AudioSource>(); _playerPosition = new Vector2(transform.position.x, transform.position.y); // Add the weapon array into a dictionary for more clear usage _availableWeapons = new Dictionary <WeaponType, Weapon>(); foreach (Weapon weapon in weapons) { _availableWeapons.Add(weapon.weaponType, weapon); } _currentWeapon = _availableWeapons[WeaponType.Pistol]; // Make the Pistol the default weapon UiManager.instance.SetWeaponButtonText(_currentWeapon.name); // Set Hold Allowed value playerInput.SetHold(_currentWeapon.allowsHold); _currentAmmo = _currentWeapon.maxAmmo; updateMaxAmmo.Invoke(_currentWeapon.maxAmmo); updateCurrentAmmo.Invoke(_currentWeapon.maxAmmo); }
public BuildingsDisplayer(ObjectPoolerManager objectPoolerManager, BuildingList buildingList) : base(objectPoolerManager) { _buildingList = buildingList; }
void Awake() { Instance = this; }
public AObjectPoolerDisplayer(ObjectPoolerManager objectPoolerManager) { _objectPoolerManager = objectPoolerManager; }
void Awake() { SharedInstance = this; }
void Start() { objectPoolerManager = GameManager.Instance.objectPoolerManager; }
public PeopleDisplayer(ObjectPoolerManager objectPoolerManager, PersonList personList) : base( objectPoolerManager) { _personList = personList; }