ProjectStorms.Countermeasures.Start C# (CSharp) Method

Start() public method

public Start ( ) : void
return void
        void Start()
        {
            string myTag = gameObject.tag;

            // Missiles
            missiles = new List<GameObject> ();

            for (int i = 0; i < pooledMissiles; i++)
            {
                GameObject singleMissile = Instantiate(missilePrefab, m_trans.position, Quaternion.identity)as GameObject;
                singleMissile.SetActive(false);
                singleMissile.tag = myTag;
                singleMissile.transform.parent = ms_powerupHolder.transform;
                missiles.Add(singleMissile);
            }

            // Chaff
            chaff = new List<GameObject> ();

            for (int i = 0; i < pooledChaff; i++)
            {
                GameObject singleChaff = Instantiate(chaffPrefab, m_trans.position, Quaternion.identity)as GameObject;
                singleChaff.SetActive(false);
                singleChaff.tag = myTag;
                singleChaff.transform.parent = ms_powerupHolder.transform;
                chaff.Add(singleChaff);
            }

            // SkyMines
            skyMines = new List<GameObject> ();

            for (int i = 0; i < pooledSkyMines; i++)
            {
                GameObject singleMine = Instantiate(skyMinePrefab, m_trans.position, Quaternion.identity)as GameObject;
                singleMine.SetActive(false);
                singleMine.tag = myTag;
                singleMine.transform.parent = ms_powerupHolder.transform;
                skyMines.Add(singleMine);
            }

            // Pinwheels
            pinwheels = new List<GameObject> ();

            for (int i = 0; i < pooledPinwheels; i++)
            {
                GameObject singlePinwheel = Instantiate(pinwheelPrefab, m_trans.position, Quaternion.identity)as GameObject;
                singlePinwheel.SetActive(false);
                singlePinwheel.tag = myTag;
                singlePinwheel.transform.parent = ms_powerupHolder.transform;
                pinwheels.Add(singlePinwheel);
            }

            // Start on cooldown
            missileCooldown = powerUpCooldown;
            chaffCooldown = powerUpCooldown;
            minesCooldown = powerUpCooldown;
            pinwheelCooldown = powerUpCooldown;
        }