Exemple #1
0
    // Use this for initialization
    static public Unit CreateUnit(string unitResourceName)
    {
        //unit
        GameObject goPrefab = Resources.Load <GameObject> (unitResourceName);

        if (goPrefab == null)
        {
            Debug.LogError("Unit Create Error => " + unitResourceName);
            return(null);
        }
        GameObject l_gameObject = GameObject.Instantiate <GameObject> (goPrefab);

        l_gameObject.SetActive(true);
        Unit unit = l_gameObject.GetComponent <Unit>();

        //searcher
        UnitSearch unitSearcher = UnitSearch.CreateUnitSearch(unit.MyTransform, 15);

        //gage bar
        unit.m_unitGagebar   = GameMgr.Ins.m_unitLocation.m_gagebar.GetComponent <UxUnitGagebar>();
        unit.m_UnitAttribute = new UnitAttribute();
        //ai
        UnitAi unitAi = new UnitAi();

        unitAi.Init(unit, unitSearcher);
        return(unit);
    }
Exemple #2
0
    // Use this for initialization
    public static Unit CreateUnit(string unitResourceName)
    {
        //unit
        GameObject goPrefab = Resources.Load<GameObject> ("Unit/" + unitResourceName);
        if(goPrefab == null)
        {
            Debug.LogError("Unit Create Error => " + unitResourceName);
            return null;
        }
        GameObject l_gameObject = GameObject.Instantiate<GameObject> (goPrefab);
        l_gameObject.SetActive(true);
        Unit unit = l_gameObject.GetComponent<Unit>();

        //searcher
        UnitSearch unitSearcher = UnitSearch.CreateUnitSearch (unit.MyTransform, 15);

        //gage bar
        unit.m_unitGagebar = GameMgr.Ins.m_unitLocation.m_gagebar.GetComponent<UxUnitGagebar>();

        //ai
        UnitAi unitAi = new UnitAi ();
        unitAi.Init(unit, unitSearcher);
        return unit;
    }
Exemple #3
0
 public virtual void SetOwnerUnit(Unit ownerUnit, eAiProcess state)
 {
     m_ownerUnit = ownerUnit;
     m_ai        = m_ownerUnit.m_ai;
     m_State     = state;
 }
Exemple #4
0
 public virtual void SetOwnerUnit(Unit ownerUnit, eAiProcess	state)
 {
     m_ownerUnit = ownerUnit;
     m_ai = m_ownerUnit.m_ai;
     m_State     = state;
 }