public GameObject Create(G20_EffectType effectType, Vector3 position) { var obj = Instantiate(effectPrefabs[(int)effectType], transform); obj.transform.position = position; return(obj); }
public static string GetTypeName(this G20_EffectType _type) { string retStr = ""; switch (_type) { case G20_EffectType.HIT_APPLE_HEAD: retStr = "HitAppleHead2"; break; case G20_EffectType.HIT_APPLE_BODY: retStr = "HitAppleBody"; break; case G20_EffectType.HIT_PANEL: retStr = "HitPanel"; break; case G20_EffectType.SUMMON_APPLE: retStr = "SummonApple"; break; case G20_EffectType.HIT_GOLDEN_HEAD: retStr = "HitGoldenHead"; break; case G20_EffectType.HIT_BOMB: retStr = "HitBomb"; break; case G20_EffectType.HIT_PANEL2: retStr = "HitPanel2"; break; case G20_EffectType.PLUS_ONE_SCORE: retStr = "PlusOneScore"; break; case G20_EffectType.HIT_PROTECT: retStr = "HitProtect"; break; case G20_EffectType.SUMMON_APPLE_VERT: retStr = "SummonApple_Vertical"; break; case G20_EffectType.HIT_GESSLER_BODY: retStr = "HitGesslerBody"; break; case G20_EffectType.TARGETING_LINE: retStr = "par_targeting_line"; break; } return(retStr); }
// 当たるたびにエフェクト変える場合は // これではなくG20_HitMultiEffectを使う public void ChangeEffectType(G20_EffectType effType) { effectType = effType; }