public static ProdDamageCutIn Instantiate(ProdDamageCutIn prefab, Transform parent)
        {
            ProdDamageCutIn prodDamageCutIn = Object.Instantiate <ProdDamageCutIn>(prefab);

            prodDamageCutIn.get_transform().set_parent(parent);
            prodDamageCutIn.get_transform().set_localPosition(Vector3.get_zero());
            prodDamageCutIn.get_transform().set_localScale(Vector3.get_one());
            return(prodDamageCutIn);
        }
Exemple #2
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        public static ProdDamageCutIn Instantiate(ProdDamageCutIn prefab, Transform parent)
        {
            ProdDamageCutIn prodDamageCutIn = UnityEngine.Object.Instantiate(prefab);

            prodDamageCutIn.transform.parent        = parent;
            prodDamageCutIn.transform.localPosition = Vector3.zero;
            prodDamageCutIn.transform.localScale    = Vector3.one;
            return(prodDamageCutIn);
        }
        private void PlayHeavyDamage(DamagedStates status)
        {
            List <ShipModel_Defender> list = new List <ShipModel_Defender>();

            list.AddRange(_queFriedShipModel.ToArray());
            _queFriedShipModel.Clear();
            ProdDamageCutIn.DamageCutInType damageCutInType = (status == DamagedStates.Taiha) ? ProdDamageCutIn.DamageCutInType.Heavy : ProdDamageCutIn.DamageCutInType.Moderate;
            ProdDamageCutIn prodDamageCutIn = BattleTaskManager.GetPrefabFile().prodDamageCutIn;

            prodDamageCutIn.SetShipData(list, damageCutInType);
            prodDamageCutIn.Play(damageCutInType, delegate
            {
                BattleShips battleShips = BattleTaskManager.GetBattleShips();
                battleShips.UpdateDamageAll(_iBattlePhase);
                ObserverActionQueue observerAction = BattleTaskManager.GetObserverAction();
                observerAction.Executions();
                OnFinished();
            });
        }