//==============================================================================// // 外部公開 // //==============================================================================// public GameObject GetNextHuman() //ランダムで生成する人間を決める { GameObject ret = (GameObject)Resources.Load(NORMAL_HUMAN_PATH + "/Girl_0_Normal"); //エラー回避。なんでもいい。 int humanId = 0; HUMAN_TYPE humanType = (HUMAN_TYPE)Random.Range(0, HUMAN_TYPE_MAX); switch (humanType) { case HUMAN_TYPE.GIRL: humanId = Random.Range(0, GIRL_PREFAB_MAX); ret = GirlNormalPrefabs[humanId]; break; case HUMAN_TYPE.BOY: humanId = Random.Range(0, BOY_PREFAB_MAX); ret = BoyNormalPrefabs[humanId]; break; case HUMAN_TYPE.BAD: humanId = Random.Range(0, BAD_PREFAB_MAX); ret = BadNormalPrefabs[humanId]; break; case HUMAN_TYPE.GAY: humanId = Random.Range(0, GAY_PREFAB_MAX); ret = GayNormalPrefabs[humanId]; break; default: break; } return(ret); }
// Use this for initialization void Start() { m_HumanType = HUMAN_TYPE.HUMAN_TYPE_NORMAL; // Piece.m_StrongValue=2; // CoreGame = GameObject.Find("coreGame"); BoardClass = CoreGame.GetComponent("BoardBehavior") as BoardBehavior; /// Init the TextUI GameObject go = new GameObject("Text_"+ this.name); UI_StatusText = (GUIText)go.AddComponent( typeof(GUIText) ); UI_StatusText.transform.parent = transform; Font BroadwayFont = (Font)Resources.Load("Fonts/Arial"); UI_StatusText.font = BroadwayFont; UI_StatusText.text = "Init"; UI_StatusText.fontSize=16; // GText.material.color = Color.Green; UI_StatusText.transform.position=new Vector3(0,0,0); TextCoords = new Vector3(0,0,0); /// Status control init m_HumanPiece_Behaviour =m_HumanPiece_Behaviour_Prev = HUMAN_BEHAVIOUR.HUMAN_BEHAVIOUR_IDLE; m_HumanStatus = HUMAN_STATUS.HUMAN_STATUS_INIT; m_nCurrentFrame = 0 ; m_bDistroy = false; UI_StatusText.enabled = ( CoreGame.GetComponent("MainGameWorld") as MainGameWorld).bDebugShowMsg_Creature; }