void Awake() { if (Instance == null) { Instance = this; } PreparePool(); }
static Game() { GameObject game = SafeFind("_app"); m_players = (PlayerManager)SafeComponent(game, "PlayerManager"); m_keybinds = (KeybindManager)SafeComponent(game, "KeybindManager"); m_options = (OptionManager)SafeComponent(game, "OptionManager"); m_audio = (AudioManager)SafeComponent(game, "AudioManager"); m_leaderNetHandler = (LeaderboardNetworkHandler)SafeComponent(game, "LeaderboardNetworkHandler"); m_projPool = (ProjectilePooler)SafeComponent(SafeFind("ProjectilePooler"), "ProjectilePooler"); }
void Awake() { direction = new Vector2(1, 0); body = GetComponent <Rigidbody2D>(); lastTimeShot = Random.Range(0, 1); lastTimeDirectionChanged = 0; pooler = GameObject.Find("Projectile Pooler").transform.Find("Enemies").GetComponent <ProjectilePooler>(); int currentLevel = PlayerPrefs.GetInt("Space Invaders Level", 1); points = 100 * currentLevel; acceleration += 0.05f * currentLevel; }
static Game() { GameObject game = SafeFind("_app"); m_setManager = (PersistentSetManager)SafeComponent(game, "PersistentSetManager"); m_options = (OptionManager)SafeComponent(game, "OptionManager"); m_languages = (LanguageManager)SafeComponent(game, "LanguageManager"); m_audio = (AudioManager)SafeComponent(game, "AudioManager"); m_projPool = (ProjectilePooler)SafeComponent(SafeFind("ProjectilePooler"), "ProjectilePooler"); m_npcGenerator = (NPCGenerator)SafeComponent(game, "NPCGenerator"); m_enemyGenerator = (EnemyGenerator)SafeComponent(game, "EnemyGenerator"); m_rewiredEventSystem = (RewiredStandaloneInputModule)SafeComponent(SafeFind("Rewired Event System"), "RewiredStandaloneInputModule"); m_controlMapper = (ControlMapper)SafeComponent(SafeFind("ControlMapper"), "ControlMapper"); m_controlMapperMenu = (Menu)SafeComponent(SafeFind("Canvas"), "Menu"); ProjectileBehaviour.LoadAll(); ShotPattern.LoadAll(); BaseItem.LoadAll(); Ability.LoadAll(); Skill.LoadAll(); State.LoadAll(); m_controlMapperMenu.gameObject.SetActive(false); }
/// <summary> /// Initialized projectile. Binds it to a projectile pooler. /// </summary> /// <param name="pooler">Projectile pooler the projectile should be bound to</param> public void Init(ProjectilePooler pooler) { this.pooler = pooler; }
private void Awake() { Instance = this; }
void Awake() { k_SharedInstance = this; }
void Awake() { Instance = this; }
private void Awake() { instance = this; objectPool = new ObjectPool <Projectile>(projectilePrefab, 150, transform); }
private void Start() { pool = ProjectilePooler.Instance; }