private void CreatSoilderModel(AIGameManger _aIGameManger) { for (int i = 0; i < m_datainfolist.dataList.Count; i++) { SoilderAIStateController ai; Quaternion spawnRotation = new Quaternion(); spawnRotation.eulerAngles = new Vector3(0.0f, Random.Range(0.0f, 360.0f)); switch (m_datainfolist.dataList[i].name) { case ("S0"): ai = new LittleMaoStateController(); _aIGameManger.CreatSoilderRole(ai, "Props/" + m_datainfolist.dataList[i].name, m_datainfolist.dataList[i].LastPos, spawnRotation); ai.Role.GetComponent <PlayerHealth>().currenthp = m_datainfolist.dataList[i].currentHp; break; case ("S1"): ai = new SummonMaoStateController(); _aIGameManger.CreatSoilderRole(ai, "Props/" + m_datainfolist.dataList[i].name, m_datainfolist.dataList[i].LastPos, spawnRotation); ai.Role.GetComponent <PlayerHealth>().currenthp = m_datainfolist.dataList[i].currentHp; break; case ("S2"): ai = new BombMaoStateController(); _aIGameManger.CreatSoilderRole(ai, "Props/" + m_datainfolist.dataList[i].name, m_datainfolist.dataList[i].LastPos, spawnRotation); ai.Role.GetComponent <PlayerHealth>().currenthp = m_datainfolist.dataList[i].currentHp; break; case ("S3"): ai = new HeadMaoStateController(); _aIGameManger.CreatSoilderRole(ai, "Props/" + m_datainfolist.dataList[i].name, m_datainfolist.dataList[i].LastPos, spawnRotation); ai.Role.GetComponent <PlayerHealth>().currenthp = m_datainfolist.dataList[i].currentHp; break; case ("S4"): ai = new BattleMaoStateController(); _aIGameManger.CreatSoilderRole(ai, "Props/" + m_datainfolist.dataList[i].name, m_datainfolist.dataList[i].LastPos, spawnRotation); ai.Role.GetComponent <PlayerHealth>().currenthp = m_datainfolist.dataList[i].currentHp; break; default: break; } } }
private void CreatHeadMao(string Name, Vector3 pos, Quaternion q) { HeadMaoStateController ai = new HeadMaoStateController(); aIGameManger.CreatSoilderRole(ai, "Props/" + Name, pos, q); }