示例#1
0
        private void LaunchStationPooler(Pooling_Engine pooler, GameObject launchStation)
        {
            if (launchStations != null)
            {
                launchStations.Clear();
            }

            launchStations = pooler.ObjectsPool(launchStation, new Vector3(0f, -20f, 0f), numOfLaunchStations, launchStationName);

            GameObject launchStationParent = new GameObject
            {
                name = "LaunchStations"
            };

            launchStationParent.transform.SetParent(this.transform);
            launchStationParent.transform.position = new Vector3(0f, -20f, 0f);
            for (int i = 0; i < numOfLaunchStations; i++)
            {
                launchStations[i].transform.SetParent(launchStationParent.transform);

                if (i == 0)
                {
                    launchStations[i].transform.position = new Vector3(-5f, 1f, 0);
                }

                else
                {
                    launchStations[i].transform.position = new Vector3(5f, 1f, 0);
                }

                launchStations[i].SetActive(true);
            }
        }
        void Start()
        {
            pooler = GetComponent <Pooling_Engine>();
            GameObject explosion = Resources.Load <GameObject>("Prefabs/ExplosionPrefab");

            explosionsTypeA = pooler.PoolObjects(explosionsTypeA, explosion, this.gameObject, numOfPooledExplosionsTypeA, "ExplosionTypeA", "Explosions");
            gameObject.SetActive(false);
        }
示例#3
0
        void Start()
        {
            pooler = GetComponent <Pooling_Engine>();

            GameObject missile = Resources.Load <GameObject>("Prefabs/EnemyMissilePrefab");

            missiles = pooler.PoolObjects(missiles, missile, this.gameObject, numOfPooledMissiles, missileName, "Missiles");

            gameObject.SetActive(false);
        }
示例#4
0
        void Start()
        {
            playerReady = false;
            pooler      = GetComponent <Pooling_Engine>();

            GameObject missile       = Resources.Load <GameObject>("Prefabs/PlayerMissilePrefab");
            GameObject launchStation = Resources.Load <GameObject>("Prefabs/LaunchStationPrefab");

            missiles = pooler.PoolObjects(missiles, missile, this.gameObject, numOfPooledMissiles, missileName, "Missiles");

            LaunchStationPooler(pooler, launchStation);

            playerReady = true;

            return;
        }