void GenerateShards(int stageIndex) { List <Transform> posList = stageList[stageIndex].ShardPosList(); foreach (Transform targetPos in posList) { GameObject shard = Instantiate(shard1_GO, generatedShardRoot); MemoryShard ms = shard.GetComponent <MemoryShard>(); if (ms != null) { GameStatics.SHARD_TYPE shardType = GameStatics.SHARD_TYPE.EFFECT; //if (stageIndex == 0) shardType = GameStatics.SHARD_TYPE.SHARD1; //else if (stageIndex == 1) shardType = GameStatics.SHARD_TYPE.SHARD2; shardType = GameStatics.SHARD_TYPE.SHARD1; ms.SetShard( shardType, targetPos.position, PlayerManager.Instance().GetPlayerControl().GetPlayerRigidBody().transform); ms.onGetShard = PlayerManager.Instance().OnGetShard; } } }
public int GetRandomShard(GameStatics.SHARD_TYPE shardType) { switch (shardType) { case GameStatics.SHARD_TYPE.SHARD1: return(Random.Range(GameStatics.Shard1_min, GameStatics.Shard1_max)); case GameStatics.SHARD_TYPE.SHARD2: return(Random.Range(GameStatics.Shard2_min, GameStatics.Shard2_max)); default: return(0); } }