void Start() { this.dragPreviewGameObjects = new List <GameObject>(); this.buildModeController = GameObject.FindObjectOfType <BuildModeController>(); SimplePool.Preload(circleCursorPrefab, 100); }
// Use this for initialization void Start() { SimplePool.Preload(pointPrefab, 100); shape = FunctionsRepository.Shape.Cube; resolution = MIN_RESOLUTION; CreateCubes(); }
private void Start() { TerrainGenerator = GameManager.Get <TerrainGenerator>(); pickupContainer = gameObject.transform; SimplePool.Preload(pickup, pickupContainer, 200); if (generateTerrain) { worlds.Add(new World("FirstWorld", 2000, 2000)); worlds.Add(new World("SecondWorld", 256, 256)); TerrainGenerator.SetWorld(worlds[0]); TerrainGenerator.GenerateNormalWorld(); TerrainGenerator.SetWorld(worlds[1]); TerrainGenerator.GenerateMaplestoryShop(); } currentWorld = worlds[0]; //currentWorld.SetBlock(60, 540, new Tile(8001, 0, 127)); //currentWorld.SetBlock(61, 540, new Tile(8001, 0, 127)); //currentWorld.SetBlock(60, 541, new Tile(8001, 0, 127)); //currentWorld.SetBlock(61, 541, new Tile(8001, 0, 127)); if (spriteImage) { currentWorld.DisplaySpriteMap(); } InstantiateDecorations(); }
// Use this for initialization IEnumerator Start() { Screen.sleepTimeout = (int)SleepTimeout.NeverSleep; //SimplePool.Preload(tile, 117); SimplePool.Preload(tile, 4); currX = oldX = Mathf.Floor(transform.position.x); currZ = oldZ = Mathf.Floor(transform.position.z); Center = calcTile(LatLng.x, LatLng.y); //Debug.Log("Center: " + Center); startTile = Center; Position = posInTile(LatLng.x, LatLng.y); //Debug.Log(Position); Vector3 pos = new Vector3((Position.x - 0.5f) * 611, 0, (0.5f - Position.y) * 611); //transform.position = pos; //Debug.Log(pos); status = "no location service"; tiles[0, 0] = SimplePool.Spawn(tile, Vector3.zero, Quaternion.identity); StartCoroutine(tiles[0, 0].GetComponent <Assets.Tile>().CreateTile(new Vector2(Center.x, Center.y), Vector3.zero, 16)); updateBoard(); yield break; }
void Start() { widthInitial = _transform.localScale.x; SimplePool.Preload(BallPrefab, transform, 3); float halfFieldX = (Field.size.x * Field.transform.localScale.x) / 2; float halfWidth = _transform.localScale.x / 2; leftLimiter = -halfFieldX + halfWidth; rightLimiter = halfFieldX - halfWidth; Ball ball = FindObjectOfType <Ball>(); if (ball != null) { ballPositionInitialY = ball.transform.position.y; ball.Init(this); balls.Add(ball); } else { ballPositionInitialY = _transform.position.y + 1f; SpawnBall(); } MouseController.MouseMovedEvent += Move; TouchController.TouchEvent += Move; BonusPaddleWidth.PaddleWidthBonusEvent += ModifyWidth; BonusAdditionalBall.AdditionalBallBonusEvent += SpawnBall; Ball.LostEvent += Lost; // LivesController.DefeatedEvent += ResetAll; }
void Start() { foreach (var obj in objects) { SimplePool.Preload(obj.Prefab, obj.Amount); } }
void Start() { spawnLocations.AddRange(GameObject.FindObjectsOfType <SpawnLocation>()); //Add the spawn locations to the list foreach (EnemyType type in Enum.GetValues(typeof(EnemyType))) { List <SpawnLocation> temp = new List <SpawnLocation>(); foreach (SpawnLocation sl in spawnLocations) { if (sl.EnemyType == type) { temp.Add(sl); } } sortedSpawnLocations.Add(type, temp); } //Preload 10 of each enemy types GameObject prefab; foreach (EnemyType value in Enum.GetValues(typeof(EnemyType))) { enemyPrefabs.TryGetValue(value, out prefab); SimplePool.Preload(prefab, 10); } GameManager.WavesAmount = enemyWaves.Count; //Set the amount of enemy waves StartCoroutine(startWaves()); //Begin the enemy waves }
void Start() { if (ProjectilePrefab != null) { SimplePool.Preload(ProjectilePrefab, 5); } _targetsBuffer = new Collider2D[GameController.MAX_TARGETS_BUFFER]; }
protected virtual void Awake() { //ps = GetComponentInChildren<ParticleSystem>(); if (particlePrefab) { SimplePool.Preload(particlePrefab, 5); } }
/// <summary> /// Should be called right after instantiation. /// </summary> /// <param name="level">The level to interact with.</param> public void OnLevelInit(Level level) { this.level = level; SimplePool.Preload(Resources.Load <GameObject> (GamePaths.CursorPrefab)); inverseCommands = new DropoutStack <IWorldCommand> (Settings.MaxCursorUndoStackSize); SetMode("buildFloor"); }
void Awake() { // Preload pool items. foreach (var item in poolPreload) { SimplePool.Preload(item.prefab, item.quantity); } }
public void Init() { playerModel = GameController_Reactive.Instance.PlayerModel; rb = GetComponent <Rigidbody>(); audioSource = GetComponent <AudioSource>(); SimplePool.Preload(boltPrefab, boltsContainer, 10); }
private void Awake() { GameManager.Set(this); pixelsPerScreenPixel = (int)(45f / Camera.main.orthographicSize); visualChunkContainer = GameObject.FindGameObjectWithTag("Container").transform; colliderChunkContainer = GameObject.FindGameObjectWithTag("Container").transform; lightChunkContainer = GameObject.FindGameObjectWithTag("Container").transform; SimplePool.Preload(colliderChunkPrefab, colliderChunkContainer, 2000); }
void Start() { dragPreview = new List <GameObject>(); SimplePool.Preload(target, 500); if (!WorldController.TryGetInstance(out WorldController controllerReference)) { return; } worldController = controllerReference; }
// Use this for initialization void Start() { dragPreviewGameObjects = new List <GameObject>(); //preload a bunch of gameobjects to avoid first time lag when creating a bunch at once SimplePool.Preload(circleCursorPrefab, 100); //Set Camera to the nomial surface - will change a lot in testing Camera.main.transform.Translate(50f, 75f, 0); }
void Start() { SimplePool.Preload(missilePrefab, 4); TurretControlInputs = new TurretControls(this); TurretControlInputs.OnTube0Fired += HandleTube0Fired; TurretControlInputs.OnTube1Fired += HandleTube1Fired; TurretControlInputs.OnTube2Fired += HandleTube2Fired; TurretControlInputs.OnTube3Fired += HandleTube3Fired; }
public void Init() { gameConfig = GameController_Reactive.Instance.GameConfig; playerModel = GameController_Reactive.Instance.PlayerModel; currentLevelData = playerModel.LevelModel[playerModel.ProgressLevelIndex.Value]; for (int i = 0; i < gameConfig.Asteroids.Length; i++) { SimplePool.Preload(gameConfig.Asteroids[i], asteroidsContainer, 5 * (playerModel.ProgressLevelIndex.Value + 1)); } SimplePool.Preload(asteroidExplosionPrefab, 5); }
public void Init() { playerData = GameController.Instance.PlayerData; gameConfig = GameController.Instance.GameConfig; for (int i = 0; i < gameConfig.Asteroids.Length; i++) { SimplePool.Preload(gameConfig.Asteroids[i], asteroidsContainer, 5 * (playerData.ProgressLevelIndex + 1)); } SimplePool.Preload(asteroidExplosionPrefab, 5); }
public override void StartFight() { life = lives; SimplePool.Preload(eyeProjectile, 10); eyes = new List <TorsoBossEye>(); activeHand = hands[0]; foreach (var hand in hands) { eyes.Add(hand.eye); } activeHand.setAsActive(); StartCoroutine(EmergeAnimation()); }
public void Init() { playerData = GameController.Instance.PlayerData; gameConfig = GameController.Instance.GameConfig; rb = GetComponent <Rigidbody>(); audioSource = GetComponent <AudioSource>(); SimplePool.Preload(boltPrefab, boltsContainer, 10); lifes = gameConfig.ShipLifes; initialPosition = transform.position; }
void Start() { SimplePool.Preload(projectile, 10); rb = GetComponent <Rigidbody2D>(); float distance = transform.position.z - Camera.main.transform.position.z; Vector3 leftMost = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)); Vector3 rightMost = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, distance)); minX = leftMost.x + padding; maxX = rightMost.x - padding; minY = leftMost.y + padding; maxY = rightMost.y - padding; }
private void Start() { SimplePool.Preload(SubstanceTile, 200); tileGrid = new SpriteRenderer[GlobalConstants.MaxWidth, GlobalConstants.MaxHeight]; substanceRenderRoot = new GameObject(); if (substanceRenderRoot != null) { substanceRenderRoot.name = "SubstanceRenderRoot"; substanceRenderRoot.transform.parent = transform; } InitSubstanceTiles(); }
//prepare and pool the game objects for pixel explosion public void PreparePixelExplosion() { pixelGO = new GameObject(); SpriteRenderer sr = pixelGO.AddComponent <SpriteRenderer>(); Sprite sprite = Sprite.Create(textureManager.PackedTexture, textureManager.GetTextureRectByName("bullets5"), new Vector2(0.5f, 0.5f), 1); sr.sprite = sprite; sr.sortingLayerName = "hero"; pixelGO.name = "pixel"; pixelGO.transform.localScale = new Vector2(10, 10); SimplePool.Preload(pixelGO, 20); //Component.Destroy(pixelGO); pixelGO.SetActive(false); }
void Start() { SimplePool.Preload(enemyProjectilePrefab, 20); SimplePool.Preload(basicEnemyPrefab, 10); float distance = transform.position.z - Camera.main.transform.position.z; Vector3 leftMost = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)); Vector3 rightMost = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, distance)); minX = leftMost.x + padding; maxX = rightMost.x - padding; //SpawnUntilFull(); SpawnEnemyShips(); }
private void Start() { angleLBound = SpawnAngle * Mathf.Deg2Rad; angleUBound = SpawnAngleUpperBoundAtStart * Mathf.Deg2Rad; foreach (PlanetaryRing ring in PlanetaryRings) { CheckPlanetaryRing(ring); // create an asteroid type if it doesn't already exist in our list bool asteroidTypeIsNewAsteroidType = true; if (asteroidTypes.Count > 0) { for (int i = 0; i < asteroidTypes.Count; i++) { if (ring.AsteroidPrefab == asteroidTypes[i]) { asteroidTypeIsNewAsteroidType = false; poolCounts[i] += ring.asteroidCount; } } } if (asteroidTypeIsNewAsteroidType) { asteroidTypes.Add(ring.AsteroidPrefab); poolCounts.Add(ring.asteroidCount); } } // create pools for all our asteroid types for (int i = 0; i < asteroidTypes.Count; i++) { SimplePool.Preload(asteroidTypes[i], poolCounts[i]); } if (SpawnAsteroidsAtStart) { // spawns initial asteroids foreach (PlanetaryRing ring in PlanetaryRings) { for (int i = 0; i < ring.asteroidCount; i++) { float angle = Random.Range(angleLBound, angleUBound); SpawnAsteroidInRingAtAngle(ring, angle); } } } }
void Start() { if (toSpawnTypes.Count == 0) { Debug.Log("Types list empty"); } if (spawnPoints.Count == 0) { spawnPoints.Add(transform); } foreach (var item in toSpawnTypes) { SimplePool.Preload(item, maxAmount); } }
public void UpdateWeapon(GameObject prefab) //Applies a new prefab { weaponPrefab = prefab; if (weaponPrefab.GetComponent <Weapon>() == null) { return; //If there is no weapon script attached } SimplePool.Preload(weaponPrefab, weaponPrefab.GetComponent <Weapon>().SpawnAmount); //Preload the pool //Preemptively assign a weapon to the weapon variable weapon = SimplePool.Spawn(weaponPrefab, new Vector3(1000, 1000, 0), Quaternion.identity).GetComponent <Weapon>(); //Update the values fireCoolDown = weapon.Cooldown; fireAnimCoolDown = weapon.AnimationCooldown; }
// Use this for initialization void OnEnable() { ClearChildren(); float tileSizeX = roadTilePref.GetComponent <BoxCollider>().size.x; tileSize = new Vector3(tileSizeX, 0, 0); lastTile = null; if (_player == null) { _player = FindObjectOfType <PlayerScript>(); } SimplePool.Preload(roadTilePref, 5); }
void Start() { gm = GameControlScript.instance; SimplePool.Preload(bulletPrefab, bulletPoolSize); Reset(); if (LivesTxt) { LivesTxt.text = "Property value points: " + lives; } if (ScoreTxt) { ScoreTxt.text = "Rent: $" + gm.score; } if (CollectedBad && CollectedGood) { CollectedBad.SetActive(false); CollectedGood.SetActive(false); } }
private void InitializeVisuals() { int totalTiles = grid.Tiles.Length; int maxBlocksAmount = (int)(totalTiles * 0.3f); int maxTypesAmount = (int)(totalTiles * 0.3f); for (int i = 0; i < typesPrefabs.Length; i++) { GameObject typesPrefab = typesPrefabs[i]; if (typesPrefab == null) { continue; } SimplePool.Preload(typesPrefab, maxTypesAmount); } SimplePool.Preload(typesPrefabs[(int)TileType.BLOCK], maxBlocksAmount); }