Esempio n. 1
0
    /// <summary>マップ周りに配置する壁を生成</summary>
    static private MapTile createEnd(Vector3 aSize)
    {
        MapTile tTile = MyBehaviour.create <MapTile>();
        //physicsBehaviour生成
        MapPhysicsBehaviour tPhysics = tTile.createChild <MapPhysicsBehaviour>("physics");

        tTile.mPhysicsBehaviour = tPhysics;
        //属性
        TileGroundPhysicsAttribute tAttribute = tPhysics.gameObject.AddComponent <TileGroundPhysicsAttribute>();

        tAttribute.mAttribute = TileGroundPhysicsAttribute.Attribute.end;
        tAttribute.mTile      = tTile;
        //collider
        BoxCollider tCollider = tPhysics.gameObject.AddComponent <BoxCollider>();

        tCollider.size   = aSize;
        tCollider.center = new Vector3(0, aSize.y / 2f, 0);
        return(tTile);
    }
Esempio n. 2
0
    //<summary>トリガーを生成してworldに追加</summary>
    static private MapTrigger buildTrigger(MapFileData.Trigger aData)
    {
        //生成フラグ確認
        if (!flagCreate(aData))
        {
            return(null);
        }

        MapTrigger tTrigger = createTrigger(aData);

        MapBehaviour tBehaviour = MyBehaviour.create <MapBehaviour>();

        tBehaviour.name = aData.mName;

        MapPhysicsBehaviour tPhysics = tTrigger.gameObject.AddComponent <MapPhysicsBehaviour>();

        tPhysics.transform.SetParent(tBehaviour.transform, false);
        tBehaviour.mPhysicsBehaviour = tPhysics;
        tTrigger.mBehaviour          = tBehaviour;
        tBehaviour.mMapPosition      = new MapPosition(aData.mPosition);

        tBehaviour.transform.SetParent(mWorld.mTriggerContainer.transform, false);
        return(tTrigger);
    }