public void setFloor(int nFloor, int nDirection, float fOffsetSpeed, obstacleOBJ.onHitPlayer func) { m_list = new List <obstacleOBJ>(); m_curFloor = nFloor; m_nDirection = nDirection; m_fOffsetSpeed = fOffsetSpeed; m_func = func; }
public void setFloor(int nFloor, obstacleOBJ.onHitPlayer func) { m_nActiveObstacleCount = 0; m_func = func; m_curFloor = nFloor; gameObject.transform.localPosition = Vector3.up * realFloor(); for (int i = 0; i < m_obstacleObjList.Count; ++i) { m_obstacleObjList[i].gameObject.SetActive(false); m_obstacleObjList[i].setOBJ(0, m_obstacleObjList[i].transform.localPosition, 0, 0, m_func); } for (int i = 0; i < m_arrowList.Count; ++i) { m_arrowList[i].gameObject.SetActive(false); } }