/** * @brief 유닛을 생성함 (서버에서 클라로 정보를 보낼때 호출됨) * @param posX 생성할 X 위치 * @param posY 생성할 Y 위치 * @param index 유닛 코드 * @param uniqueNumber 생성자 * @param byX 생성을 지시한 X 위치 * @param byY 생성을 지시한 Y 위치 */ public void CreateUnit(int posX, int posY, int index, int uniqueNumber, int byX, int byY) { GameObject Child = Instantiate(unitobj[index - 300], GameMng.I._hextile.GetCell(posX, posY).transform) as GameObject; Child.transform.parent = transform.parent; GameMng.I._hextile.GetCell(posX, posY)._unitObj = Child.GetComponent <Unit>(); GameMng.I._hextile.GetCell(posX, posY)._code = GameMng.I._hextile.GetCell(posX, posY)._unitObj._code; GameMng.I._hextile.GetCell(posX, posY)._unitObj._uniqueNumber = uniqueNumber; Debug.Log(GameMng.I._hextile.GetCell(byX, byY)._builtObj); GameMng.I._hextile.GetCell(byX, byY)._builtObj._bActAccess = false; GameMng.I._hextile.GetCell(posX, posY)._unitObj.SaveX = byX; GameMng.I._hextile.GetCell(posX, posY)._unitObj.SaveY = byY; GameMng.I.addActMessage(string.Format("{0}님이 일꾼을 생성하고 있습니다.", GameMng.I.getUserName(uniqueNumber)), posX, posY); GameMng.I.addLogMessage(GameMng.I.getUserName(uniqueNumber), "일꾼을 생성하고 있습니다."); if (GameMng.I._hextile.GetCell(byX, byY)._builtObj._code == (int)BUILT.MILLITARY_BASE) { MillitaryBase SaveData = GameMng.I._hextile.GetCell(byX, byY)._builtObj.GetComponent <MillitaryBase>(); SaveData.CreatingUnitobj = GameMng.I._hextile.GetCell(posX, posY)._unitObj.gameObject; SaveData.GetComponent <MillitaryBase>().CreatingUnitX = posX; SaveData.GetComponent <MillitaryBase>().CreatingUnitY = posY; } }
/** * @brief 유닛을 생성함 (서버에서 클라로 정보를 보낼때 호출됨) * @param posX 생성할 X 위치 * @param posY 생성할 Y 위치 * @param index 유닛 코드 * @param uniqueNumber 생성자 * @param byX 생성을 지시한 X 위치 * @param byY 생성을 지시한 Y 위치 */ public void CreateUnit(int posX, int posY, int index, int uniqueNumber, int byX, int byY) { GameObject Child = Instantiate(unitobj[index - 300], GameMng.I._hextile.GetCell(posX, posY).transform) as GameObject; Child.transform.parent = transform.parent; GameMng.I._hextile.GetCell(posX, posY)._unitObj = Child.GetComponent <Unit>(); GameMng.I._hextile.GetCell(posX, posY)._code = GameMng.I._hextile.GetCell(posX, posY)._unitObj._code; GameMng.I._hextile.GetCell(posX, posY)._unitObj._uniqueNumber = uniqueNumber; GameMng.I._hextile.GetCell(byX, byY)._builtObj._bActAccess = false; GameMng.I._hextile.GetCell(posX, posY)._unitObj.SaveX = byX; GameMng.I._hextile.GetCell(posX, posY)._unitObj.SaveY = byY; if (GameMng.I._hextile.GetCell(byX, byY)._builtObj._code == (int)BUILT.MILLITARY_BASE) { MillitaryBase SaveData = GameMng.I._hextile.GetCell(byX, byY)._builtObj.GetComponent <MillitaryBase>(); SaveData.CreatingUnitobj = GameMng.I._hextile.GetCell(posX, posY)._unitObj.gameObject; SaveData.GetComponent <MillitaryBase>().CreatingUnitX = posX; SaveData.GetComponent <MillitaryBase>().CreatingUnitY = posY; } }