/// <summary> /// 各種クラス破棄処理 /// </summary> private void OnDestroy() { CalcurateMoveRange = null; SpawnManager = null; BoardManager = null; InputManager = null; }
/// <summary> /// 初期化処理 /// </summary> /// <param name="spawnManager"></param> /// <param name="calcurateMoveRange"></param> public void Initialize(BattleManager battleManager) { MapList = new List <List <Cell> >(); calcurateMoveRange = battleManager.CalcurateMoveRange; spawnManager = battleManager.SpawnManager; int colCount = 0; int rawCount = 0; List <Cell> moveXList = new List <Cell>(); for (var i = 0; i < MAX_COLLIDER_COUNT; ++i) { if (colCount >= MAX_COLLUM_NUM) { colCount = 0; rawCount++; } float offsetX = fixedOffset * colCount; float offsetZ = fixedOffset * rawCount; var panel = Instantiate(CellObject.gameObject); var cell = panel.GetComponent <Cell>(); cell.Index = i; cell.PositionX = colCount; cell.PositionZ = rawCount; var renderer = panel.GetComponent <MeshRenderer>(); cell.Renderer = renderer; if (rawCount > 3) { cell.IsSelectable = true; } else { cell.Collider.enabled = false; } panel.name = i.ToString(); panel.transform.localPosition = new Vector3(BasePosition.x + offsetX, BasePosition.y, BasePosition.z - offsetZ); panel.transform.localScale = new Vector3(BaseScale.x, BaseScale.y, BaseScale.z); moveXList.Add(cell); if (moveXList.Count == MAX_COLLUM_NUM) { MapList.Add(moveXList); moveXList = new List <Cell>(); } colCount++; } spawnManager.SetUp(DeckCells, MapList); IsReady = true; }
/// <summary> /// 初期化処理 /// </summary> private void Initialize() { CalcurateMoveRange = new CalcMoveRange(); SpawnManager = new SpawnManager(); //ボード生成開始 BoardManager = Instantiate(BoardManager.gameObject).GetComponent <BoardManager>(); BoardManager.Initialize(this); //インプット処理の初期化処理開始 InputManager = new InputManager(); InputManager.Initialize(this); }