private void Awake() { _queues = new RecycleQueue<Transform>[platformPrefabs.Length]; for (int i = 0; i < platformPrefabs.Length; i++) { _queues[i] = new RecycleQueue<Transform>(sharePlatformCount / platformPrefabs.Length, platformPrefabs[i], new Vector3(-100, platformPrefabs[i].position.y)); } }
// Use this for initialization void Start() { _motherExplosionQueues = new RecycleQueue<ParticleSystem>(count, motherExplosionPrefabs, transform.position); foreach (var system in _motherExplosionQueues) { system.Stop(true); } _shieldBlockQueue = new RecycleQueue<ParticleSystem>(count, shieldBlockPrefabs, transform.position); foreach (var system in _shieldBlockQueue) { system.Stop(true); } _redExplosionQueue = new RecycleQueue<tk2dAnimatedSprite>(count, redExplosionPrefab, transform.position); foreach (var system in _redExplosionQueue) { system.renderer.enabled = false; system.animationCompleteDelegate = OnAnimationCompleted; } _recycleQueue = new RecycleQueue<tk2dAnimatedSprite>(count, prefab, transform.position); foreach (var tk2DAnimatedSprite in _recycleQueue) { tk2DAnimatedSprite.renderer.enabled = false; tk2DAnimatedSprite.animationCompleteDelegate = OnAnimationCompleted; } }
private void Setup() { if (_projectileQueue == null) { _projectileQueue = new Dictionary<ProjectileColor, Tuple<ProjectileInfo, RecycleQueue<ProjectileBase>>>(); foreach (var projectileInfo in Projectiles) { var queue = new RecycleQueue<ProjectileBase>(ProjectileQuantity, projectileInfo.Projectile, (_transform ?? transform).position); _projectileQueue.Add(projectileInfo.Projectile.ProjectileColor, new Tuple<ProjectileInfo, RecycleQueue<ProjectileBase>>(projectileInfo, queue)); } } }