/// <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); }
//<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); }