/// <summary> /// 指定されたドロップの種類に応じてプレハブ生成 /// </summary> /// <param name="droptype">ドロップの種類</param> /// <returns>ドロップのGameObject</returns> public GameObject DropCreate(Drop.DROPTYPE droptype) { GameObject DropPrefab; switch (droptype) { case Drop.DROPTYPE.Circle: DropPrefab = Instantiate(CircleDropPrefab); DropPrefab.GetComponent <Drop>()._DropType = droptype; return(DropPrefab); case Drop.DROPTYPE.Cross: DropPrefab = Instantiate(CrossDropPrefab); DropPrefab.GetComponent <Drop>()._DropType = droptype; return(DropPrefab); case Drop.DROPTYPE.Tryangle: DropPrefab = Instantiate(TryangleDropPrefab); DropPrefab.GetComponent <Drop>()._DropType = droptype; return(DropPrefab); default: return(null); } }
// Use this for initialization void Start() { //プレハブ生成 //HPの合計値を計算 ToatalHP = 0; GameObject DropPrefab; DropPrefab = Instantiate(CirclePlayerPrefab); DropPrefab.GetComponent <Player>()._DropType = Drop.DROPTYPE.Circle; ToatalHP += DropPrefab.GetComponent <Player>()._HP; DropPrefab = Instantiate(CrossPlayerPrefab); DropPrefab.GetComponent <Player>()._DropType = Drop.DROPTYPE.Cross; ToatalHP += DropPrefab.GetComponent <Player>()._HP; DropPrefab = Instantiate(TryanglePlayerPrefab); DropPrefab.GetComponent <Player>()._DropType = Drop.DROPTYPE.Tryangle; ToatalHP += DropPrefab.GetComponent <Player>()._HP; }