Enemy object pooling (class), enemy flight
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parent
78ed658fce
commit
d2750bd344
9 changed files with 99 additions and 27 deletions
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@ -58,6 +58,7 @@
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<Compile Include="Assets\Scripts\CameraController.cs" />
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<Compile Include="Assets\Scripts\EnemyController.cs" />
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<Compile Include="Assets\Scripts\EnemySpawner.cs" />
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<Compile Include="Assets\Scripts\ObjectPool.cs" />
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<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
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<Compile Include="Assets\Scripts\Parallaxing.cs" />
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<Compile Include="Assets\Scripts\RocketScript.cs" />
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@ -19,7 +19,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &7250562544566202698
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Transform:
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m_ObjectHideFlags: 0
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@ -144,4 +144,5 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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target: {fileID: 0}
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speed: 6
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speed: 6.5
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flyForce: 30
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@ -804,7 +804,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 4f400b7976b98bc18866f672d33d506a, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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prefab: {fileID: 5991448782009560204, guid: 7debf3c35b28387fdbec1c1c9942afae, type: 3}
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prefab: {fileID: 6006275050469676560, guid: 7debf3c35b28387fdbec1c1c9942afae, type: 3}
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firePoint: {fileID: 1043406434}
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--- !u!114 &2053847427
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MonoBehaviour:
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@ -819,8 +819,8 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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spawnPos: {fileID: 1692511764}
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timeBetweenSpawns: 5
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timeBetweenSpawns: 2
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maxEnemyCount: 3
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enemyPrefab: {fileID: 7250562544566202698, guid: ef6e23d6fe1e28e8c809679081854c6a,
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enemyPrefab: {fileID: 7250562544566202694, guid: ef6e23d6fe1e28e8c809679081854c6a,
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type: 3}
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target: {fileID: 2053847422}
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@ -6,6 +6,7 @@ public class EnemyController : MonoBehaviour
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{
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public Transform target;
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public float speed;
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public float flyForce;
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private Rigidbody2D _rb;
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// Start is called before the first frame update
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@ -17,8 +18,36 @@ public class EnemyController : MonoBehaviour
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// Update is called once per frame
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void FixedUpdate()
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{
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var diff = target.position - transform.position;
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var tr = transform;
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var diff = target.position - tr.position;
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if (_rb.mass < 0.01f)
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{ //Már lelőttük
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if (diff.magnitude > 10)
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{ //Ha már túl messze van
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_rb.velocity = Vector2.zero;
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gameObject.SetActive(false);
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}
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_rb.AddForce(new Vector2(0f, flyForce * _rb.mass * _rb.gravityScale)); //Ne maradjon véletlenül útban
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return;
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}
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diff.Normalize();
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_rb.AddForce(diff * speed);
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_rb.AddForce(diff * (speed * _rb.mass * _rb.gravityScale));
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if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
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{
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var scale = tr.localScale;
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scale.x *= -1;
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tr.localScale = scale;
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}
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}
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public void Die()
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{
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_rb.mass = 0.00001f;
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_rb.gravityScale = 0.01f;
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_rb.freezeRotation = false;
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}
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public bool IsAlive() => _rb.mass > 0.001f;
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}
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@ -7,15 +7,17 @@ public class EnemySpawner : MonoBehaviour
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public Transform spawnPos;
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public float timeBetweenSpawns;
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public short maxEnemyCount;
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public Transform enemyPrefab;
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public GameObject enemyPrefab;
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public Transform target;
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private Vector3 _diff;
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private float _lastSpawn;
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private readonly Random _random = new Random();
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private ObjectPool _pool;
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private void Start()
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{
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_diff = spawnPos.position - transform.position;
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enemyPrefab.GetComponent<EnemyController>().target = target;
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_pool = new ObjectPool(enemyPrefab.gameObject, 10);
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}
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private void FixedUpdate()
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@ -26,7 +28,15 @@ public class EnemySpawner : MonoBehaviour
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for (int i = 0; i < count; i++)
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{
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var pos = transform.position + _diff;
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Instantiate(enemyPrefab).position = new Vector3(pos.x, spawnPos.position.y, pos.z);
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var enemy = _pool.GetObject();
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enemy.transform.position = new Vector3(pos.x, spawnPos.position.y, pos.z);
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var rb = enemy.GetComponent<Rigidbody2D>();
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rb.mass = 1f;
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rb.gravityScale = 1f;
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rb.rotation = 0f;
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rb.freezeRotation = true;
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enemy.SetActive(true);
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rb.rotation = 0f;
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}
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_lastSpawn = Time.fixedTime;
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37
Assets/Scripts/ObjectPool.cs
Normal file
37
Assets/Scripts/ObjectPool.cs
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@ -0,0 +1,37 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class ObjectPool
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{
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public ObjectPool(GameObject prefab, int initialSize)
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{
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_prefab = prefab;
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_objects = new List<GameObject>(initialSize);
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for (int i = 0; i < initialSize; i++)
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_objects.Add(Object.Instantiate(_prefab));
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}
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private List<GameObject> _objects;
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private GameObject _prefab;
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/// <summary>
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/// Visszaad egy új objektumot. Aktiválandó, használat után pedig deaktiválandó.
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/// </summary>
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/// <returns>Egy objektum a poolból.</returns>
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public GameObject GetObject()
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{
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GameObject theRocket = null;
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foreach (var rocket in _objects)
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{
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if (!rocket.activeSelf)
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{
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theRocket = rocket;
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break;
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}
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}
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if (theRocket is null)
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_objects.Add(theRocket = Object.Instantiate(_prefab));
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return theRocket;
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}
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}
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3
Assets/Scripts/ObjectPool.cs.meta
Normal file
3
Assets/Scripts/ObjectPool.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fcb2d922d49b4744a998fd60258a9ee5
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timeCreated: 1604702138
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@ -40,6 +40,9 @@ public class RocketScript : MonoBehaviour
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return;
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gameObject.SetActive(false);
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_rb.velocity = Vector2.zero;
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Destroy(other.gameObject);
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//other.gameObject.SetActive(false);
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var ec = other.gameObject.GetComponent<EnemyController>();
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if (ec.IsAlive())
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ec.Die();
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}
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}
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@ -5,15 +5,14 @@ using UnityEngine;
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public class WeaponFireController : MonoBehaviour
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{
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public Rigidbody2D prefab;
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public GameObject prefab;
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public Transform firePoint;
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private List<Rigidbody2D> rockets = new List<Rigidbody2D>(10);
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private ObjectPool _pool;
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// Start is called before the first frame update
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void Start()
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{
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for (int i = 0; i < 10; i++)
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rockets.Add(Instantiate(prefab));
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_pool = new ObjectPool(prefab, 10);
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}
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// Update is called once per frame
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@ -21,25 +20,14 @@ public class WeaponFireController : MonoBehaviour
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{
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if(Input.GetButtonDown("Fire1"))
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{
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Rigidbody2D theRocket = null;
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foreach (var rocket in rockets)
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{
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if (!rocket.gameObject.activeSelf)
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{
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theRocket = rocket;
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break;
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}
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}
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if (theRocket is null)
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rockets.Add(theRocket = Instantiate(prefab));
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var theRocket = _pool.GetObject();
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var rocketTransform = theRocket.transform;
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rocketTransform.position = firePoint.position;
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var scale = rocketTransform.localScale;
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if (transform.localScale.x * scale.x < 0)
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scale.x *= -1;
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rocketTransform.localScale = scale;
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theRocket.gameObject.SetActive(true);
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theRocket.SetActive(true);
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}
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}
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}
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