/// <summary> /// マスに当たったときの処理 /// </summary> /// <param name="hit"></param> void HitMass(GameObject hit) { if (!playerStatusScript.GetIsTurn()) { return; } MassStatus mass = hit.GetComponent <MassStatus>(); if (mass == null) { return; } int length = 0, side = 0; mass.GetLengthSideNumber(ref length, ref side); bool result = playerManagerScript.MassRender(playerStatusScript.GetPlayerNumber(), length, side); if (result) { int player1 = 0; int player2 = 0; playerManagerScript.PlayerMassCount(ref player1, ref player2, playerStatusScript.GetPlayerNumber()); SetData(length, side); playerManagerScript.UpdateMassCount(player1, player2); } }
public void Ini() { Vector3 pos = instacePos.transform.position; int number = 0; for (int length = 0; length < massListScript.GetMassLengthSize(); length++) { for (int side = 0; side < massListScript.GetMassSideSize(); side++) { GameObject obj = massListScript.GetMassObj(); GameObject instanceobj = Instantiate(obj, pos, Quaternion.identity); MassStatus status = instanceobj.GetComponent <MassStatus>(); status.SetMassNumber(number, length, side); massListScript.SetMassStatus(length, side, status); pos.x += 2; number++; } pos.y--; pos.x = instacePos.transform.position.x; } }
public void SetMassStatus(int length, int side, MassStatus set) { massStatusArray[length, side] = set; }