//public List<GameObject> Mace; //public GameObject MacePrefab; // Start is called before the first frame update void Start() { Instance = this; Rock = new List <GameObject>(); Spear = new List <GameObject>(); //Mace = new List<GameObject>(); for (int i = 0; i < amountToPool; i++) { GameObject obstacle = Instantiate(RockPrefab) as GameObject; obstacle.SetActive(false); Rock.Add(obstacle); } for (int i = 0; i < amountToPool; i++) { GameObject obstacle = Instantiate(SpearPrefab) as GameObject; obstacle.SetActive(false); Spear.Add(obstacle); } //for (int i = 0; i < amountToPool; i++) //{ // GameObject obstacle = Instantiate(MacePrefab) as GameObject; // obstacle.SetActive(false); // Mace.Add(obstacle); //} }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
public void AwakeGeneralGameStatePoolers() { Data.ObjectPoolersHolder = this; BattleUnitPooler.AwakePooler(); RoadPooler.AwakePooler(); ObstaclePooler.AwakePooler(); StoneBlockagePooler.AwakePooler(); EffectPooler.AwakePooler(); EventPooler.AwakePooler(); TrucksFirePointPooler.AwakePooler(); RoadBlocksFirePointPooler.AwakePooler(); HelicoptersFirePointPooler.AwakePooler(); GunsPooler.AwakePooler(); TrucksPooler.AwakePooler(); EnemyPooler.AwakePooler(); }
public override void Awake() { SharedInstance = this; base.Awake(); }
void Awake() { SharedInstance = this; }