public static void ReBuildShip() { U3DUtil.DestroyAllChild(m_MapStart.gameObject); Int2 roomGrid = new Int2(); switch (m_SceneState) { case TreasureState.None: case TreasureState.CanvasEdit: { ShipPlan plan = ShipPlanDC.GetCurShipPlan(); if (plan != null) { roomGrid = plan.Canvans.GetMapSize(); BattleEnvironmentM.ResetStartPos(plan.Canvans.GetMapSize(), true); } GenerateShip.GenerateShips(m_MapStart); break; } } Vector3 pos = MainCameraM.GetMainCameraPos(roomGrid); MainCameraM.s_Instance.SetCameraLimitParam(MainCameraM.s_reaLimitPyramidBoatView); MainCameraM.s_Instance.AutoMoveTo(pos, 0f); }
public static void BuildViewStageScene() { CounterPartInfo Info = StageDC.GetCounterPartInfo(); ShipCanvasInfo Map = StageM.GetCounterPartMap(Info.countershipcanvasid); List <SoldierInfo> lSoldier = new List <SoldierInfo>(); List <BuildInfo> lBuild = new List <BuildInfo>(); StageM.GetCounterPartShipPut(Info.id, ref lSoldier, ref lBuild); CmCarbon.SetDefenseMap(Map); GenerateShip.GenerateShips(GetShipBodyMap(), GetLifeMBornNode(true), lBuild, lSoldier); MainCameraM.s_Instance.ResetCameraDataByBattle(); }