void AsyncInitial() { fullObjects = new List <GameObject>(); emptyObjects = new List <GameObject>(); for (int i = 0; i < maxSlot; i++) { emptyObjects.Add(BanTools.CreateNGUIOject(prefab_Empty, GetPos(i), Quaternion.identity, this.transform)); } }
/// <summary> /// /生成一个属性克制效果 /// </summary> /// <param name="attackAttribute">攻击方的属性.</param> /// <param name="defenseAttribute">防御方的属性.</param> public bool GenerateAttributeConflict(BanBattleRole.Attribute attackAttribute, BanBattleRole.Attribute defenseAttribute) { #if VS AttributeConflictEx temp = BanTools.CreateNGUIOject(BanBattleManager.Instance.prefab_AttributeConflict, go_AttributeConflictPos.transform.position, Quaternion.identity, go_AttributeConflictPos.transform).GetComponent <AttributeConflictEx>(); return(temp.Set(attackAttribute, defenseAttribute)); #else BanAttributeConflict temp = BanTools.CreateNGUIOject(BanBattleManager.Instance.prefab_AttributeConflict, go_AttributeConflictPos.transform.position, Quaternion.identity, go_AttributeConflictPos.transform).GetComponent <BanAttributeConflict>(); return(temp.Set(attackAttribute, defenseAttribute)); #endif }
//生成一个角色图标(位置,父节点) public BanBattleRoleIcon GenerateRoleIcon(Vector3 pos, Transform parent) { return(BanTools.CreateNGUIOject(BanBattleManager.Instance.prefab_RoleIcon, pos, Quaternion.identity, parent).GetComponent <BanBattleRoleIcon>()); }