/// <summary> /// 플레이어가 요청하는 캐릭터를 생성하고 연결 시킵니다. /// </summary> /// <param name="_type">생성할 플레이어 캐릭터의 타입</param> public void Possess(Character_List _type) { GameObject prefab = null; switch (_type) { case Character_List.Dark_Knight: prefab = OutGameManager.Instance.prefab_player_character[_type]; break; default: Debug.LogError(typeof(PlayerComponent).Name + " : 생성할 플레이어의 타입이 없습니다."); return; } Transform parent = OutGameManager.Instance.parent_character; GameObject l_gameobject = InGameManager.CreatePrefab(prefab, parent, "Dark Knight"); if (l_gameobject.GetComponent <CharacterComponent>() != null) { SetCharacter(l_gameobject.GetComponent <CharacterComponent>()); } else { Debug.Log(l_gameobject.name + " : 객체에 CharacterCompoenent가 없습니다."); GameObject.Destroy(l_gameobject); return; } }
public GameObject this[Character_List type] { get => m_dictionary[type];