void ResetFood() { Bounds stageBounds = stageArea.bounds; foreach (GameObject food in foods) { Vector3 position = new Vector3( UnityEngine.Random.Range(stageBounds.min.x, stageBounds.max.x), UnityEngine.Random.Range(stageBounds.min.y, stageBounds.max.y), 0 ); Quaternion rotation = Quaternion.AngleAxis(UnityEngine.Random.Range(0, 360), Vector3.forward); food.transform.position = position; food.transform.rotation = rotation; FoodCtrl foodCtrl = food.GetComponent <FoodCtrl>(); foodCtrl.Initialize(); } }
public void SyncFoods(FoodState[] foodList) { for (int i = 0; i < foodList.Length; i++) { FoodState food = foodList[i]; if (!m_allFoods.ContainsKey(food.guid)) { TableFoodPos tFood = TableManager.instance.GetPropertiesById <TableFoodPos>(food.tableId); GameObject go = (GameObject)Object.Instantiate(Resources.Load(tFood.modelPath)); FoodCtrl _ctrl = go.GetComponent <FoodCtrl>(); if (_ctrl == null) { _ctrl = go.AddComponent <FoodCtrl>(); } _ctrl.name = "Food_" + food.guid; _ctrl.guid = food.guid; m_allFoods.Add(food.guid, _ctrl); } m_allFoods[food.guid].Sync(food); } }
public override void CreateInit() { foodCtrl = transform.Find("Node/Foods").GetComponent <FoodCtrl>(); InitEvent(); }