//--------------------------------------------------- // LoadCoroutine //--------------------------------------------------- IEnumerator LoadCoroutine(string path, Vector3 pos, Vector3 rot, playeDelegate callback) { yield return(Common.LoadAsync(path, (obj) => { EffectData data = new EffectData(path); data._originalPrefab = obj as GameObject; GameObject go = GameObject.Instantiate(data._originalPrefab); data._cacheList.Add(go); go.transform.position = pos; go.transform.Rotate(rot); _effectList.Add(path, data); if (callback != null) { callback(go); } })); }
//--------------------------------------------------- // CreateData //--------------------------------------------------- static byte[] CreateData(SettingData securityObject, UnityEngine.Object asset) { securityObject = Resources.Load <SettingData>(SecurityFilePath); ActionData actionData = asset as ActionData; //アクションデータ if ((actionData) != null) { byte[] hash = Master.CreateActionDataHash(actionData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ACTION, hash)); return(hash); } BulletData bulletData = asset as BulletData; //弾データ if (bulletData != null) { byte[] hash = Master.CreateBulletDataHash(bulletData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.BULLET, hash)); return(hash); } CharacterData characterData = asset as CharacterData; //キャラクターデータ if (characterData != null) { byte[] hash = Master.CreateCharacterDataHash(characterData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.CHARACTER, hash)); return(hash); } EffectData effectData = asset as EffectData; //エフェクトデータ if (effectData != null) { byte[] hash = Master.CreateEffectDataHash(effectData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.EFFECT, hash)); return(hash); } ItemData itemData = asset as ItemData; //アイテムデータ if (itemData != null) { byte[] hash = Master.CreateItemDataHash(itemData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.ITEM, hash)); return(hash); } StageData stageData = asset as StageData; //ステージデータ if (stageData != null) { byte[] hash = Master.CreateStageDataHash(stageData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.STAGE, hash)); return(hash); } SeedData seedData = asset as SeedData; if (seedData != null) { byte[] hash = Master.CreateSeedDataHash(seedData); securityObject.AddHashData(new SettingData.HashDataList(Master.TYPE.SEED, hash)); return(hash); } return(null); }