public ClientBuilding(byte id, ClientPlayer owner, ClientTile tile) : base(id, owner) { var prefab = Resources.Load("prefabs/buildings/" + id); StackLog.Debug("Instantiating BUILDING"); _gameObject = MainBehaviour.Instantiate(prefab, ((ClientChunk)tile.Chunk).GetGameObject().transform) as GameObject; }
public static void BattleEffect(ClientTile t) { StopEffect(t); var prefab = Resources.Load("prefabs/BattleEffect"); var obj = MainBehaviour.Instantiate(prefab, t.GetGameObject().transform) as GameObject; _effects[t] = obj; obj.transform.localPosition = new Vector3(0, 0.2f, 0); }
private GameObject GetOrCreatePathLine(ClientTile tile, ClientPath clientPath) { var pooled = _pathlinesPool.FirstOrDefault(path => !path.activeInHierarchy); if (pooled == null) { Log.Debug("Created new path line"); pooled = MainBehaviour.Instantiate(Resources.Load("prefabs/HalfPath")) as GameObject; _pathlinesPool.Add(pooled); } else { pooled.SetActive(true); pooled.transform.rotation = Quaternion.identity; } clientPath.Add(tile, pooled); return(pooled); }
public void AddToScene(byte tileID) { var tileSpec = StrategyGame.Specs.GetTileSpec(tileID); foreach (var art in tileSpec.Arts) { if (_gameObj == null) { var prefab = Resources.Load("prefabs/tiles/" + art.Name); var parent = ((ClientChunk)this.Chunk).GetGameObject().transform; _gameObj = MainBehaviour.Instantiate(prefab, parent) as GameObject; _gameObj.name = $"Tile_{X}-{Y}"; _gameObj.transform.position = new Vector3(X, 0, Y); var tileBhv = _gameObj.GetComponent <TileRandomizerBehaviour>(); base.TileId = tileID; tileBhv.CreateTileDecoration(this); return; } } }