public static void Transmit(SpawnMessage message) { if (OnSpawn != null) { OnSpawn.Invoke(message); } }
public virtual T Spawn() { var result = HasPooled ? _pooledObjs.Dequeue() : CreateNew(); OnSpawn?.Invoke(result); return(result); }
private void Start() { current_hp = hp_max; current_speed = speed_max; cur_waypoint_index = 0; //request waypoint list and initialize position to first waypoint OnRequestWaypointList?.Invoke(this, new EnemyV2RefEventArgs(this)); if (waypoints_list != null) { if (waypoints_list.waypoint_list.Count > 0) { //set position to first waypoint transform.position = waypoints_list.waypoint_list[0].transform.position; } } else { Debug.LogError("Enemy ID " + this.gameObject.ToString() + ": waypoint list not connected! Destroying!"); Destroy(this); } StartMoving(); OnSpawn?.Invoke(this, new EnemyV2RefEventArgs(this)); }
private void RpcSpawn(Vector3 position, Quaternion rotation) { transform.position = position; transform.rotation = rotation; gameObject.SetActive(true); onSpawn.Invoke(); }
public void InvokeOnSpawn() { if (OnSpawn != null) { OnSpawn.Invoke(); } }
void Spawning() { var level = (int)UnityEngine.Random.Range(LevelsRange.x, LevelsRange.y + 1); var instance = Instantiate(Enemy, transform.position, Quaternion.identity); OnSpawn?.Invoke(instance, level); }
public override void Spawn(WorldInst world, Vec3f pos, Angles ang) { pBeforeSpawn(); base.Spawn(world, pos, ang); pAfterSpawn(); OnSpawn?.Invoke(this); }
void Spawn() { transform.position = _spawnPointManager.GetRandomSpawnPoint(_player.teamComponent.team); _player.healthComponent.enabled = true; _graphicsGO.SetActive(true); OnSpawn?.Invoke(); }
private void SpawnEnemy() { GameObject obj = Instantiate(_unit_in_production.Prefab, PickSpawnPlace(), Quaternion.identity); _in_proccess = false; _maintenance_cost = 0; _animator.Play("Idle"); onSpawn?.Invoke(obj.GetComponent <Enemy>()); }
public void SpawnEnemyWithSword() { var enemy = Instantiate(enemyPrefab); //.. //code to setup sword //.. OnSpawn?.Invoke(enemy); }
private protected override void Awake() { base.Awake(); _navMeshAgent = GetComponent <NavMeshAgent>(); Overseer.RegisterEnemy(this); Overseer.OnPlayerMove.AddListener(pos => { _playerPosition = pos; }); OnSpawn.Invoke(this); }
private void SpawnPlayer() { _cc.Motor.SetPositionAndRotation(_currentCheckpoint.position, _currentCheckpoint.rotation); if (OnSpawn != null) { OnSpawn.Invoke(); } }
void Start() { //spawn the first couple blocks by default for (int i = 0; i < counter; i++) { GameObject thing = Instantiate(generatedObjects[0]); thing.transform.position = new Vector3(i, 0, 0); thing.transform.SetParent(TerrainBin); OnSpawn?.Invoke(thing); } }
public override void Spawn(Action <PoolItem> item) { var asteroid = pool.Get(); var rb = asteroid.GetComponent <Rigidbody2D>(); SetRotation(rb); SetVelocity(rb, asteroid.transform.position); item?.Invoke(asteroid); OnSpawn?.Invoke(); }
public override void Spawn(WorldInst world, Vec3f pos, Angles ang) { if (ModelDef.Visual != "HUMANS.MDS" && ModelDef.Visual != "ORC.MDS" && ModelDef.Visual != "DRACONIAN.MDS") { SetFightMode(true); } base.Spawn(world, pos, ang); OnSpawn?.Invoke(this); }
private void Spawn() { Attacker lizard = Instantiate(this.lizard, transform.position, Quaternion.identity) as Attacker; lizard.transform.parent = transform; if (OnSpawn != null) { OnSpawn.Invoke(); } }
public GameObject Spawn(int index) { LastIndex = index; var obj = instantiator.Instantiate(resolver.Get(index), spawnPosition, Quaternion.identity); obj.transform.parent = transform; OnSpawn?.Invoke(this, EventArgs.Empty); return(obj); }
public void Spawn() { if (Prototype) { var position = RootPreference?.position ?? default; var rotation = RootPreference?.rotation ?? default; var instance = Instantiate(Prototype, position, rotation, Root); instance.SetActive(true); OnSpawn?.Invoke(); } }
void Start() { attack_cooldown_current = attack_cooldown_default; attack_radius_current = attack_radius_default; attack_damage_current = attack_damage_default; current_attack_priority = AttackPriority.hp_lowest; StartAttacking(); OnSpawn?.Invoke(this, new TowerV2RefEventArgs(this)); }
private void Awake() { attached_rigidbody = GetComponent <Rigidbody>(); //create a rigidbody if there is not one already on the resource if (attached_rigidbody == null) { attached_rigidbody = new Rigidbody(); attached_rigidbody.mass = Resource_Manager_V2.default_resource_mass; attached_rigidbody.interpolation = RigidbodyInterpolation.Interpolate; } OnSpawn?.Invoke(this, new ResourceV2Args(this)); }
private IEnumerator InternalSpawn(int amount, float delay, IContentPrefab prefab) { for (int i = 0; i < amount; i++) { OnSpawn?.Invoke(prefab.Instantiate()); if (i != amount - 1) { yield return(UnityUtils.WaitForFixedSeconds(delay)); } } OnFinished?.Invoke(); Destroy(gameObject); }
public void Spawn() { _spawned = true; if (!_initialized) { Initialize(); } OnSpawn?.Invoke(); _manager.AddView(this); if (_updatable.Length > 0 || eventOnUpdate != null) { _server.RigisterOnUpdate(this); } }
private IEnumerator Spawn(WaveSO wave) { foreach (var enemy in wave.waveSettings) { for (int i = 0; i < enemy.Value; i++) { yield return(new WaitForSeconds(wave.delayBetweenSpawn)); var obj = Instantiate(enemy.Key.enemyPrefab); obj.transform.position = transform.position; OnSpawn?.Invoke(obj); } } }
public GameObject Spawn() { if (NextIndices.Count < resolver.Length) { enqueue(); } LastIndex = NextIndices[0]; var obj = Instantiate(resolver.Get(LastIndex), spawnPosition, Quaternion.identity); NextIndices.RemoveAt(0); OnSpawn?.Invoke(this, EventArgs.Empty); return(obj); }
IEnumerator StartWave() { Debug.Log("Starting Wave"); curretWave++; nextWaveTime = Time.time + timeBetweenWave; float countDown = countDownTime; while (countDown > 0) { countDown -= Time.deltaTime; yield return(null); } OnSpawn?.Invoke(curretWave, currentStage); nextWaveTime = Time.time + timeBetweenWave; if (curretWave == wavesToBoss) { curretWave = 0; currentStage += 1; } }
void Start() { attack_cooldown_current = attack_cooldown_default; attack_radius_current = attack_radius_default; attack_damage_current = attack_damage_default; time_since_last_attack = Time.time; flag_show_cooldown_bar = false; current_attack_priority = AttackPriority.hp_lowest; StartTowerBehaviorLoop(); //AttachResourceAttributes(); //obsolete if (selection_options_list == null) { selection_options_list = gameObject.AddComponent <Selection_Option_List>(); } selection_options_list.AttachTo(this); OnSpawn?.Invoke(this, new TowerV2RefEventArgs(this)); }
void SpawnTerrain() { int selectedBlock = Random.Range(0, 4); //choose random block int selectedLength = Random.Range(1, 3); //how many times will spawn in a row while (selectedBlock == prev) //get new block incase selected the same one again { selectedBlock = Random.Range(0, 4); } for (int i = 0; i < selectedLength; i++) //spawn the block and its associated scenery (trees,etc) { GameObject block = Instantiate(generatedObjects[selectedBlock]); block.transform.position = new Vector3(counter, 0, 0); AddDecorations(selectedBlock, counter); currentTerrain.Add(block); //this list will be deleted so real list is protected block.transform.SetParent(TerrainBin); //block will be put under TerrainBin in heirarchy OnSpawn?.Invoke(block); counter++; } prev = selectedBlock; }
/// <summary> /// Called every few milliseconds. This function updates the local cache of known entities. /// </summary> public void Update() { _currentManager = Game.Read <IntPtr>(Game.Read <int>(Cataclysm.CurMgrPointer) + Cataclysm.CurMgrOffset, true); _localGUID = Game.Read <ulong>(_currentManager + LocalGUID, true); try { var newEntities = Enumerate().ToDictionary(@object => @object.OBJECT_FIELD_GUID.Value); foreach (var oldEntity in _entities) { if (newEntities.ContainsKey(oldEntity.Key)) { oldEntity.Value.UpdateBaseAddress(newEntities[oldEntity.Key].BaseAddress); OnUpdate?.Invoke(oldEntity.Value); } else { OnDespawn?.Invoke(oldEntity.Value); } } foreach (var newEntity in newEntities) { if (!_entities.ContainsKey(newEntity.Key)) { OnSpawn?.Invoke(newEntity.Value); } } _entities.Clear(); _entities = newEntities; OnUpdateTick?.Invoke(); } catch (Exception e) { Console.WriteLine(e); } }
/// <summary> /// Main instantiation. /// </summary> /// <returns>Instantiated object.</returns> protected virtual Transform Create(Transform prefab, Vector3 pos, Quaternion rot) { if (!enabled || !gameObject.activeSelf) { return(null); } if (!prefab) { return(null); } Transform clone = Instantiate(prefab, pos, rot); onSpawnEvent?.Invoke(); onSpaw?.Invoke(clone); if (SaveCollector.Collectors[0] != null) { SaveCollector.Collectors[0].AddToCollector(clone); } return(clone); }
internal static void Spawn(_Player player) => OnSpawn?.Invoke(player);