/// <summary> /// 初期化処理 /// </summary> /// <param name="lanekind">このレーンの種類</param> /// <param name="droptype">ドロップの種類</param> public void Init(LANEKIND lanekind, Drop.DROPTYPE droptype) { ButtlegameObject = GameObject.Find("ButtleManager"); //レーンを保存 LaneKind = lanekind; Vector2 Pos = TargetPosition; Pos.x += (float)lanekind * INTERVAL_SIZE.x; for (int i = 0; i < MAX_DROP; i++) { GameObject inst; if (i == 0) { inst = Create(droptype, Drop.Abnormality.Normal); } else { inst = Create(Drop.Abnormality.Normal); } //座標設定 inst.transform.position = new Vector3(Pos.x, Pos.y, INTERVAL_SIZE.z * i); Pos.y += INTERVAL_SIZE.y; } }
/// <summary> /// 初期化処理 /// </summary> /// <param name="lanekind">このレーンの種類</param> /// <param name="droptype">ドロップの種類</param> public void Init(LANEKIND lanekind, Drop.DROPTYPE droptype) { //レーンを保存 LaneKind = lanekind; Vector2 Pos = TargetPosition; Pos.x += (float)lanekind * INTERVAL_SIZE.x; for (int i = 0; i < MAX_DROP; i++) { GameObject inst; if (i == 0) { inst = Create(droptype); } else { inst = Create(); } //座標設定 inst.transform.position = new Vector3(Pos.x, Pos.y, transform.position.z); Pos.y += INTERVAL_SIZE.y; } }