public void LoadResources() { //water = new Water(Instantiate(Resources.Load("Prefabs/Water")) as GameObject); //water.SetPosition(new Vector3(0, 0.2f, 0)); //water.SetScale(new Vector3(5.6f, 0.4f, 1)); //water.Init(); coastL = new Coast(Instantiate(Resources.Load("Prefabs/Coast")) as GameObject, "left"); coastL.SetPosition(new Vector3(-4.7f, 0.5f, 0)); coastL.SetScale(new Vector3(3.8f, 1, 1)); coastL.Init(false); coastR = new Coast(Instantiate(Resources.Load("Prefabs/Coast")) as GameObject, "right"); coastR.SetPosition(new Vector3(4.7f, 0.5f, 0)); coastR.SetScale(new Vector3(3.8f, 1, 1)); coastR.Init(false); boat = new Boat(Instantiate(Resources.Load("Prefabs/Boat")) as GameObject, "boat"); boat.gameObject.AddComponent(typeof(ClickGUI)); boat.SetPosition(new Vector3(2.1f, 0.55f, 0)); boat.SetScale(new Vector3(1.4f, 0.3f, 1)); boat.Init(); for (int i = 0; i < 3; ++i) { preists[i] = new Character(Instantiate(Resources.Load("Prefabs/Preist")) as GameObject, "preist"); ClickGUI clickGUI = preists[i].gameObject.AddComponent(typeof(ClickGUI)) as ClickGUI; clickGUI.character = preists[i]; preists[i].clickGUI = clickGUI; preists[i].clickGUI.character = preists[i]; preists[i].SetPosition(coastR.GetEmptyPosition()); preists[i].SetScale(new Vector3(0.4f, 0.4f, 0.4f)); } for (int i = 0; i < 3; ++i) { devils[i] = new Character(Instantiate(Resources.Load("Prefabs/Devil")) as GameObject, "devil"); ClickGUI clickGUI = devils[i].gameObject.AddComponent(typeof(ClickGUI)) as ClickGUI; clickGUI.character = preists[i]; devils[i].clickGUI = clickGUI; devils[i].clickGUI.character = devils[i]; devils[i].SetPosition(coastR.GetEmptyPosition()); devils[i].SetScale(new Vector3(0.4f, 0.4f, 0.4f)); } }
public void UpDownBoat(Character character) { Vector3 position = new Vector3(0, 0, 0); if (character.state == CharacterState.OnBoat) { boat.ReleasePosition(character.gameObject.transform.position); character.gameObject.transform.parent = null; if (!boat.onLeft) { position = coastR.GetEmptyPosition(); character.state = CharacterState.OnCoastR; } else { position = coastL.GetEmptyPosition(); character.state = CharacterState.OnCoastL; } actionManager.UpDownBoat(character, position); } else { if (boat.Full()) { return; } if ((character.state == CharacterState.OnCoastL && boat.onLeft) || (character.state == CharacterState.OnCoastR && !boat.onLeft)) { position = boat.GetEmptyPosition(); actionManager.UpDownBoat(character, position); character.gameObject.transform.parent = boat.gameObject.transform; character.state = CharacterState.OnBoat; if (boat.onLeft) { coastL.ReleasePosition(character.gameObject.transform.position); } else { coastR.ReleasePosition(character.gameObject.transform.position); } } } }