// Use this for initialization void Start() { nowmapdata = alld.stage[alld.nowstage].mapdata; GameObject prefab = (GameObject)Resources.Load("Prefabs/Tile"); int leng = nowmapdata.mapitem.Count; for (int k = 0; k < leng; k++) { if (nowmapdata.mapitem[k].itemnumber == 1)//normall { // GameObject instantObj = (GameObject)GameObject.Instantiate(alld.itemprehab[1].item, putTile.tilepos[nowmapdata.mapitem[k].i, nowmapdata.mapitem[k].j], Quaternion.AngleAxis(0, Vector3.left)); GameObject instantObj = (GameObject)GameObject.Instantiate(alld.itemprehab[1].item, new Vector3( (float)(-30 + prefab.transform.localScale.x * nowmapdata.mapitem[k].i * 10), (float)(100 - prefab.transform.localScale.z * nowmapdata.mapitem[k].j * 10), -2), Quaternion.AngleAxis(0, Vector3.left)); instantObj.transform.parent = stage.transform; normalenemy norne = instantObj.GetComponent <normalenemy>(); norne.HP = nowmapdata.mapitem[k].HP; norne.bullettype = nowmapdata.mapitem[k].buletnumber; //instantObj.transform.position -= Vector3.forward*5; } else//boss { GameObject instantObj = (GameObject)GameObject.Instantiate(alld.itemprehab[0].item, new Vector3( (float)(-30 + prefab.transform.localScale.x * nowmapdata.mapitem[k].i * 10), (float)(100 - prefab.transform.localScale.z * nowmapdata.mapitem[k].j * 10), -2), Quaternion.AngleAxis(0, Vector3.left)); instantObj.transform.parent = stage.transform; boss norne = instantObj.GetComponent <boss>(); norne.HP = nowmapdata.mapitem[k].HP; norne.bullettype = nowmapdata.mapitem[k].buletnumber; // instantObj.transform.position -= Vector3.forward * 5; } } }
// Use this for initialization void Start() { all = (alldata)Resources.Load("assetdata/New Alldata"); all.ablestage++; mapdata = all.stage[all.ablestage].mapdata; mapdata.thisstagenomber = all.ablestage; mapdata.mapitem.Clear(); mapdata.hantei.Clear(); }