CSObjectStruct <JHScoreEffect> CreateScoreEffect(int nScore) { CSObjectStruct <JHScoreEffect> pObject = new CSObjectStruct <JHScoreEffect>(); pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/ScoreEffect/ScoreEffect_Label", "ScoreEffect_Label" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHScoreEffect>(); pObject.pSrc.Enter(); pObject.pSrc.Create(nScore); m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHEnemy_Root> CreateEnemy(E_ENEMY_CLASS eClass) { CSObjectStruct <JHEnemy_Root> pObject = new CSObjectStruct <JHEnemy_Root>(); if (eClass == E_ENEMY_CLASS.E_MAX) { return(pObject); } switch (eClass) { case E_ENEMY_CLASS.E_BALL: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Enemy/Enemy_Ball", "Enemy_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHEnemy_Ball>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_ENEMY_CLASS.E_COW: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Enemy/Enemy_Cow", "Enemy_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHEnemy_Cow>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_ENEMY_CLASS.E_ROCK: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Enemy/Enemy_Rock", "Enemy_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHEnemy_Rock>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_ENEMY_CLASS.E_CAR: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Enemy/Enemy_Car", "Enemy_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHEnemy_Car>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_ENEMY_CLASS.E_HOMI: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Enemy/Enemy_HOMI", "Enemy_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHEnemy_HOMI>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; } m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHEffect_Root> CreateEffect_Fever() { CSObjectStruct <JHEffect_Root> pObject = new CSObjectStruct <JHEffect_Root>(); JHEffect_Fever pSrc = null; pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Effect/Effect_Fever", "Effect_" + m_nSpawnCnt.ToString()); pSrc = pObject.pObj.GetComponent <JHEffect_Fever>(); pSrc.Enter(); pSrc.Create(); pObject.pSrc = (JHEffect_Root)pSrc; m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHEffect_Root> CreateEffect_Shadow() { CSObjectStruct <JHEffect_Root> pObject = new CSObjectStruct <JHEffect_Root>(); JHEffect_Shadow pSrc = null; pObject.pObj = CSPrefabMng.I.CreatePrefab(JHGame_MainLayer.I.m_pHero_Mng, "2_Objects/Effect/Effect_Shadow", "Effect_" + m_nSpawnCnt.ToString()); pSrc = pObject.pObj.GetComponent <JHEffect_Shadow>(); pSrc.Enter(); pSrc.Create(); pObject.pSrc = (JHEffect_Root)pSrc; m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHEffect_Root> CreateEffect_PT_VortexAir(Vector3 stPos) { CSObjectStruct <JHEffect_Root> pObject = new CSObjectStruct <JHEffect_Root>(); JHEffect_PT_VortexAir pSrc = null; pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Effect/Particle/PT_Vortex_Air", "Effect_" + m_nSpawnCnt.ToString()); pSrc = pObject.pObj.GetComponent <JHEffect_PT_VortexAir>(); pSrc.Enter(); pSrc.Create(stPos); pObject.pSrc = (JHEffect_Root)pSrc; m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHItem_Root> CreateItem(E_ITEM_CLASS eClass) { CSObjectStruct <JHItem_Root> pObject = new CSObjectStruct <JHItem_Root>(); switch (eClass) { case E_ITEM_CLASS.E_ITEM_HEART: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Item/Item_Heart", "Item_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHItem_Heart>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; } m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }
public CSObjectStruct <JHMoney_Root> CreateMoney(E_MONEY_CLASS eClass) { CSObjectStruct <JHMoney_Root> pObject = new CSObjectStruct <JHMoney_Root>(); switch (eClass) { case E_MONEY_CLASS.E_COIN_BRONZE: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Coin_Bronze", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_CoinBronze>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_COIN_SILVER: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Coin_Sliver", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_CoinSilver>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_COIN_GOLD: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Coin_Gold", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_CoinGold>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_PAPER_BRONZE: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Paper_Bronze", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PaperBronze>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_PAPER_SILVER: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Paper_Silver", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PaperSilver>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_PAPER_GOLD: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Paper_Gold", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PaperGold>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_POCKET_BRONZE: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Pocket_Bronze", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PocketBronze>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_POCKET_SILVER: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Pocket_Silver", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PocketSilver>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; case E_MONEY_CLASS.E_POCKET_GOLD: pObject.pObj = CSPrefabMng.I.CreatePrefab(transform.name, "2_Objects/Money/Pocket_Gold", "Money_" + m_nSpawnCnt.ToString()); pObject.pSrc = pObject.pObj.GetComponent <JHMoney_PocketGold>(); pObject.pSrc.Enter(); pObject.pSrc.Create(); break; } m_pList.Add(pObject); m_nSpawnCnt++; return(pObject); }