public FoodItem CreateOneFood(QS_FoodItemData foodData) { if (null == foodData) { return(null); } bool isFind = false; FoodItem food = null; for (int i = 0; i < foodList.Count; i++) { if (foodList[i].isUsing == false && foodList[i].foodInfo.FOODSTATE == FoodState.Free) { food = foodList[i]; isFind = true; break; } } if (!isFind) { var requet = Resources.Load("Prefabs/Foods/FoodItem"); var obj = Instantiate(requet, bornTR.position, Quaternion.identity, transform) as GameObject; food = obj.GetComponent <FoodItem>(); //Debug.Log("bornPos:{bornTR.position},recttran:{(bornTR as RectTransform).anchoredPosition}"); if (null == food) { food = obj.AddComponent <FoodItem>(); } food.InitItem(); foodList.Add(food); } food.RefreshItem(foodData); GameCtrl._Ins.CurrFoodNum++; return(food); }
public QS_FoodItemData GetOneFoodData() { QS_FoodItemData food = null; if (GameCtrl._Ins.CurrPattern == GamePattern.Challenge) { if (foodDataIndex > foodDatas.Count - 1) { GameCtrl._Ins.IsFoodDataRunOut = true; return(null); } food = foodDatas[foodDataIndex]; foodDataIndex++; } else { // 随机生成一种食物 if (GameCtrl._Ins.IsGameOver == false) { int index = UnityEngine.Random.Range(0, foodDatas.Count); food = foodDatas[index]; } } return(food); }
public void RefreshItem(QS_FoodItemData data) { foodImg.sprite = Resources.Load <Sprite>("UI/" + data.ID); isUsing = true; foodInfo = data; gameObject.SetActive(true); splineMove.enabled = true; boxcollider.enabled = true; splineMove.speed = GameCtrl._Ins.MoveSpeed; //data.Movespeed; splineMove.StartMove(); }