GetPoolableObject
How do I use Get Poolable Object
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: Enemy.cs
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99 public void Die()
100 {
101 GameObject bonus = pools.GetPoolableObject("bonus");
102 if (bonus != null)
103 {
104 bonus.SetActive(true);
105 bonus.GetComponent
106 }
107 if (enemyType == 4)
108 uiForScore.Win();
109 else
110 uiForScore.IncreaseScore(20);
111
112 transform.gameObject.SetActive(false);
113 }
File name: Enemy.cs
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136 void Enemy_01_ShootCircle()
137 {
138 int bulletSpeed = 2;
139
140 GameObject bullet = pools.GetPoolableObject("e_bullet");
141
142 Vector3 direction = new Vector3(0,0,-1);
143
144 //
145 for (int i = 0; i < 32; i++)
146 {
147 bullet = pools.GetPoolableObject("e_bullet");
148 if (bullet == null)
149 {
150 continue;
151 }
152
153 bullet.SetActive(true);
154 bullet.GetComponent
155
156 //creat circle of bullets
157 if (direction.x < 1 && direction.z == -1)
158 direction.x += 0.25f;
159 else if (direction.z < 1 && direction.x == 1)
160 direction.z += 0.25f;
161 else if (direction.x > -1 && direction.z == 1)
162 direction.x -= 0.25f;
163 else if (direction.x == -1 && direction.z > -1)
164 direction.z -= 0.25f;
165 }
166 }
File name: Enemy.cs
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169 IEnumerator ShootingRoutine_02()
170 {
171 while (true)
172 {
173 int bulletSpeed = 7;
174
175 yield return new WaitForSeconds(2f);
176
177 GameObject bullet = pools.GetPoolableObject("e_bullet");
178
179 if (bullet != null)
180 {
181 bullet.SetActive(true);
182 bullet.GetComponent
183 }
184 }
185 }
File name: Enemy.cs
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188 IEnumerator ShootingRoutine_03()
189 {
190 GameObject tempPlayer = GameObject.FindGameObjectWithTag("Player");
191
192 //if player didnt destroyed
193 if (tempPlayer != null)
194 player = tempPlayer.GetComponent
195 else
196 player = transform;
197
198 GameObject bullet = null;
199 int bulletSpeed = 9;
200
201 while (true)
202 {
203 yield return new WaitForSeconds(1.5f);
204
205 bullet = pools.GetPoolableObject("e_bullet");
206
207 if (bullet != null)
208 {
209 bullet.SetActive(true);
210 bullet.GetComponent
211 }
212 }
213 }
File name: Enemy.cs
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216 IEnumerator ShootingRoutine_04()
217 {
218 yield return new WaitForSeconds(1f);
219 int bulletSpeed = 4;
220
221 GameObject bullet = pools.GetPoolableObject("e_bullet");
222
223 Vector3 direction = new Vector3(0,0,0);
224 int rCount = 1;
225
226 while (true)
227 {
228 if (rCount == 1)
229 {
230 StartCoroutine("ShootingRoutine_01");
231 rCount = 0;
232 }
233 else
234 rCount++;
235
236 yield return new WaitForSeconds(0.3f);
237 for (int i = 0; i < 64; i++)
238 {
239 bullet = pools.GetPoolableObject("e_bullet");
240
241 if (bullet == null)
242 {
243 continue;
244 }
245
246 yield return new WaitForSeconds(0.1f);
247
248 direction = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f));
249
250 bullet.SetActive(true);
251 bullet.GetComponent
252
253 }
254 }
255 }
File name: Pools.cs
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50 public GameObject GetPoolableObject(string objName)
51 {
52 GameObject returningObj = null;
53 GameObject[] allObjects = null;
54
55 switch (objName)
56 {
57 case "p_bullet": allObjects = bulletsPlayer; break;
58 case "e_bullet": allObjects = bulletsEnemy; break;
59 case "enemy_01": allObjects = enemies_01; break;
60 case "enemy_02": allObjects = enemies_02; break;
61 case "enemy_03": allObjects = enemies_03; break;
62 case "bonus": allObjects = bonuses; break;
63 }
64
65 for (int i = 0; i < allObjects.Length; i++)
66 {
67 if (!allObjects[i].activeInHierarchy)
68 {
69 returningObj = allObjects[i];
70 }
71 }
72
73 return returningObj;
74 }
File name: SpawnManager.cs
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42 IEnumerator SpawningRoutine()
43 {
44 yield return new WaitForSeconds(3);
45
46 while (!UIgame.scoreAchived)
47 {
48 GameObject enemy = null;
49
50 //FIRST STAGE OF SPAWNING
51 //CHOOSE ENEMY FOR SPAWN
52 int r = rand.Randomization_1(0, 10, 80, 99);
53 if (r == 0)
54 {
55 enemy = pools.GetPoolableObject("enemy_01");
56 }
57 else if (r == 1)
58 {
59 enemy = pools.GetPoolableObject("enemy_02");
60 }
61 else
62 {
63 enemy = pools.GetPoolableObject("enemy_03");
64 }
65
66 //SECOND STAGE OF SPAWNING
67 //SPAWN CHOSEN ENEMY IN RANDOM POINT ON TOP SCREEN SIDE
68 r = Random.Range(0, pointsPositions.Length);
69
70 if (enemy != null)
71 {
72 enemy.SetActive(true);
73 enemy.GetComponent
74 new Vector3(0,0,-1));
75 }
76
77 int spawnDelay;
78 if (SystemScr.difficultyIsHard)
79 spawnDelay = 1;
80 else
81 spawnDelay = Random.Range(3,5);
82
83 yield return new WaitForSeconds(spawnDelay);
84 }
85
86 //BOSS ACTIVATION
87 pools.DeleteEnemiesAndBullets();
88 CameraMotor.speedScreen = 0;
89 Camera.main.GetComponent
90 Camera.main.GetComponent
91 Camera.main.backgroundColor = Color.black;
92 GameObject.FindObjectOfType
93
94 yield return new WaitForSeconds(6);
95
96 pools.AcivateBoss();
97 }
File name: PlayerControl.cs
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49 void ShootOrPauseControls()
50 {
51 if (!SystemScr.paused)
52 {
53 if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
54 {
55 GameObject p_bullet = pools.GetPoolableObject("p_bullet");
56
57 if (p_bullet != null && maxBulletsOnScreen > 0)
58 {
59 sounds.PlaySoundsPlayer(0);
60 p_bullet.SetActive(true);
61 p_bullet.GetComponent
62 }
63 }
64 }
65 if (Input.GetKeyDown(KeyCode.Escape))
66 {
67 ui.Pause_btn();
68 }
69 }
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