/* * void ShiftBreakable() * { * float speed = (float)manager.GetSpeed() / 1000; * for (int i = 0; i < breakableObjects.Length; i++) * { * //Debug.Log(poolObjects[i].); * breakableObjects[i].transform.Translate(Vector2.left * shiftSpeed * speed); * CheckDisposeObject(breakableObjects[i]); * } * } */ void CheckDisposeObject(PoolObject poolObject) { // randomize energy generation on scren if (poolObject.transform.name.Contains("energy")) { if (poolObject.transform.position.x < -defaultSpawnPos.x) { poolObject.Dispose(); poolObject.transform.GetComponent <RunePickup>().Refresh(); //poolObject.transform.position = new Vector2(1000, 0); } } /* * // Reset breakable states to intact * if (poolObject.transform.name.Contains("Breakable")) * { * if (poolObject.transform.position.x < -defaultSpawnPos.x * 1.2) * { * poolObject.Dispose(); * poolObject.transform.GetComponent<Breakable>().ResetStates(); * poolObject.transform.position = new Vector2(1000, 0); * * } * if(!spawnBreakable && !poolObject.transform.GetComponentInChildren<SpriteRenderer>().isVisible) * { * //poolObject.transform.gameObject.SetActive(false); * } * //Debug.Log("dispose breakable"); * //poolObject.transform.GetComponent<Breakable>().ResetStates(); * } */ // move object out of screen //poolObject.transform.position = new Vector2(1000, 0); // Recycle unused platform if player didn't choose it if (poolObject.transform.name.Contains("platform")) { if (poolObject.transform.position.x < -poolObject.transform.GetComponent <PlatformStatesSwitch>().GetSpriteLength() / 2f - 25) { poolObject.Dispose(); poolObject.transform.position = new Vector2(1000, 0); poolObject.transform.GetComponent <PlatformStatesSwitch>().ResetStates(); } //else if (poolObject.transform.position.x < 0 && poolObject.transform.GetComponent<PlatformStatesSwitch>().PlayerOnPlatform() == false) { poolObject.Dispose(); } //if(poolObject.transform.GetComponent<PlatformStatesSwitch>().PlayerOnPlatform() == true) { spawnBreakable = true; } //Debug.Log("Reset States " + poolObject.inUse); } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < -defaultSpawnPos.x) { poolObject.Dispose(); } }
/// <summary> /// Check if the parallaxed object has gone out of the screen /// </summary> void CheckDisposeObject(PoolObject poolObject) { float ComparingValue; if (gameObject.tag.Equals("Columns")) { ComparingValue = (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect; } else { ComparingValue = -defaultSpawnPos.x; } if (poolObject.transform.position.x < ComparingValue) { poolObject.Dispose(); //Make sure the object is disposed and marked as unused poolObject.transform.position = Vector3.one * 1000; //Put it way off screen if (gameObject.tag.Equals("Columns")) { poolObject.transform.GetComponent <Column>().Animate(false); poolObject.transform.GetComponent <Column>().ResetToOriginalPos(); poolObject.transform.GetChild(2).gameObject.SetActive(false); } } }
private void checkDisposeObject(PoolObject poolObject) { if (poolObject.Transform.position.x < (-DefaultSpawnPosition.x * CurrentCamera.aspect) / targetApsect) { poolObject.Dispose(); poolObject.Transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) //nesnemiz ekranın dışına çıkmış mı { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; //nesne artık kullanılmadığı için çok uzaklara gönderilir. } }
void CheckDisposeObject(PoolObject poolObject) { //is our object out of the screen if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; //the object is sent too far because it is no longer used. } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect / targetAspect)) // if position is less than negative spawn position, it should be off screen { poolObject.Dispose(); //set inUse to false poolObject.transform.position = Vector3.one * 1000; //hides from player } }
void CheckDisposeObject(PoolObject obj) { if (obj.transform.position.x < (-defaultSpwanPos.x * Camera.main.aspect) / targetAspect) { obj.Dispose(); obj.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.y < -defaultSpawnPos.y - 5) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) //check用 { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector2.one * 9999; // 用不到了 } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < -defaultSpawnPos.x * Camera.main.aspect / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) //check if parallax object is off screen { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); //in use is now false poolObject.transform.position = Vector3.one * 1000; //put object way off screen } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * DISPOSE_POSITION; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < -defoultSpawnPos.x - 80) { poolObject.Dispose(); poolObject.transform.position = new Vector3(defoultSpawnPos.x, Random.Range(ySpawnRange.min, ySpawnRange.max)); } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < -6.0) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; // somewhere way off screen } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; // to get the object out of sight } }
void CheckDisposeObject(PoolObject poolObject) { //place objects off screen if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { //place objects off screen if (poolObject.transform.position.x < xSpawnRange.minX * 2) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) //check if paralaxed obj off screen, if so dispose so it is availble to spawn again { //place objects off screen if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; //making it way offscreen } }
// check if poolobject off screen void CheckDisposeObject(PoolObject poolObject) { // if off screen (no matter the "real" aspect) if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); // mark as "unused" (can be respawned "safely" -- currently off screen) poolObject.transform.position = Vector3.one * 1000; // move offscreen } }
void CheckDisposeObject(PoolObject poolObject) { //place objects off screen) if (poolObject.transform.position.x < (coefficientDispose * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
// Check if an object is off-screen void CheckDisposeObject(PoolObject poolObject) { // If an object is off-screen, dispose of it if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); // Set the objects position off-screen poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { System.Console.WriteLine(poolObject.transform.position.x); System.Console.WriteLine(-defaultSpawnPos.x); poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { // transform.localPosition if (poolObject.transform.localPosition.x < (-defaultSpawnPosition.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); // dont visible poolObject.transform.localPosition = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < -2.25) { poolObject.Dispose(); poolObject.transform.position = Vector2.one; Vector3 pos = Vector3.one; SpawnImmediate(); } }
void CheckDisposeObject(PoolObject poolObject) { // - for negative direction or off screen if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); // Move the pool object off the screen poolObject.transform.position = Vector3.one * 1000; } }
// Check to see if parallax object is off-screen, if it is, set inUse to false using Dispose() void CheckDisposedObject(PoolObject poolObject) { // if our poolObject is on the left side of the camera if (poolObject.transform.position.x < -defaultSpawnPos.x) { // set as unused poolObject.Dispose(); // set position to someplace off-screen to the right poolObject.transform.position = Vector3.one * 1000; } }
void CheckDisposeObject(PoolObject poolObject) { if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) { poolObject.Dispose(); if (poolSize > 3) { poolObject.transform.position = defaultPipePos; } else { poolObject.transform.position = Vector3.one * 1000; } } }
/*void Shift() * { * for (int i = 0; i < poolObjects.Length; i++) * { * poolObjects[i].transform.position += -Vector3.right * shiftSpeed * Time.deltaTime; * CheckDisposedObject(poolObjects[i]); * } * * } */ void CheckDisposedObject(PoolObject poolObject) { Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position); if (screenPosition.y > Screen.height || screenPosition.y < 0) { print("dispose"); } poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; //if (screenPosition.y > Screen.height || screenPosition.y < 0) //poolObject.Dispose(); //poolObject.transform.position = Vector3.one * 1000; }