public GameObject SpawnNode(float x, float y, type_node_value number, int inNodeIndex, SpawnInfo inSpawnInfo) { GameObject node; Transform tr; NodeComponent nodeComp; switch (number) { case type_node_value.type_node_value_1: node = Instantiate(nodePrefabNumber1, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_2: node = Instantiate(nodePrefabNumber2, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_3: node = Instantiate(nodePrefabNumber3, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_4: node = Instantiate(nodePrefabNumber4, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_5: node = Instantiate(nodePrefabNumber5, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_6: node = Instantiate(nodePrefabNumber6, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_7: node = Instantiate(nodePrefabNumber7, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_8: node = Instantiate(nodePrefabNumber8, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_9: node = Instantiate(nodePrefabNumber9, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_empty: node = Instantiate(nodePrefabNumberEmpty, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); } return(null); }
public GameObject CreateNode(Vector2 inPos, int inNodeIndex, type_node_value inNodeValue) { /* * GameObject[] nodePrefabs = new GameObject[] { * nodePrefabNumber0, * nodePrefabNumber1, * nodePrefabNumber2, * nodePrefabNumber3, * nodePrefabNumber4, * nodePrefabNumber5, * nodePrefabNumber6, * nodePrefabNumber7, * nodePrefabNumber8, * nodePrefabNumber9, * nodePrefabNumberEmpty * }; */ GameObject node; Transform tr; NodeComponent nodeComponent; GameObject selectPreFab = null; switch (inNodeValue) { case type_node_value.type_node_value_0: selectPreFab = nodePrefabNumber0; break; case type_node_value.type_node_value_1: selectPreFab = nodePrefabNumber1; break; case type_node_value.type_node_value_2: selectPreFab = nodePrefabNumber2; break; case type_node_value.type_node_value_3: selectPreFab = nodePrefabNumber3; break; case type_node_value.type_node_value_4: selectPreFab = nodePrefabNumber4; break; case type_node_value.type_node_value_5: selectPreFab = nodePrefabNumber5; break; case type_node_value.type_node_value_6: selectPreFab = nodePrefabNumber6; break; case type_node_value.type_node_value_7: selectPreFab = nodePrefabNumber7; break; case type_node_value.type_node_value_8: selectPreFab = nodePrefabNumber8; break; case type_node_value.type_node_value_9: selectPreFab = nodePrefabNumber9; break; case type_node_value.type_node_value_empty: selectPreFab = nodePrefabNumberEmpty; break; } node = Instantiate(selectPreFab, new Vector3(inPos.x, inPos.y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(inPos.x, inPos.y, 0.0f); nodeComponent = node.GetComponent <NodeComponent>(); nodeComponent.SetNodeIndex(inNodeIndex); nodeComponent.SetLoop(loop); return(node); }