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;
}