// Use this for initialization void Start() { GameObject WaveObj = Resources.Load("Prefab/Wave") as GameObject; GameObject Wave = new GameObject("Wave"); Wave.transform.parent = transform; m_Wave = GameObject.Instantiate <GameObject>(WaveObj); m_Wave.transform.parent = Wave.transform; m_Memory = MemoryPull.instance; m_LastPosition = Vector3.zero; int index = 0; foreach (var v in m_Memory.m_Listprefep) { if (index < 9) { m_Memory.initObject(string.Format("Load_{0}", index), 10); } else if (index == 9) { m_Memory.initObject(string.Format("USD"), 30); } else if (index == 10) { m_Memory.initObject(string.Format("LoadCresh"), 30); } else if (index == 11) { m_Memory.initObject(string.Format("BlockCraesh"), 30); } index++; } m_ViewLoad[0] = m_Memory.getObj(string.Format("Load_{0}", 0)); m_LastPosition.z += m_ViewLoad[0].GetComponent <BoxCollider>().bounds.size.z; m_ViewLoad[0].transform.position = m_LastPosition; m_ViewLoad[0].GetComponent <Load>().init(m_ViewLoad[0].transform.position - m_ViewLoad[0].GetComponent <BoxCollider>().bounds.size , m_ViewLoad[0].transform.position); for (int i = 1; i < 6; i++) { m_ViewLoad[i] = m_Memory.getObj(string.Format("Load_{0}", Random.Range(1, 9))); m_LastPosition.z += m_ViewLoad[i].GetComponent <BoxCollider>().bounds.size.z; m_ViewLoad[i].transform.position = m_LastPosition; m_ViewLoad[i].GetComponent <Load>().init(m_ViewLoad[i].transform.position - m_ViewLoad[i].GetComponent <BoxCollider>().bounds.size , m_ViewLoad[i].transform.position); } m_SpareLoad = m_ViewLoad[4]; m_Wave.transform.position = new Vector3(m_Wave.transform.position.x, m_Wave.transform.position.y, 0); for (int i = 0; i < 5; i++) { m_HideLoad[i] = m_Memory.getObj(string.Format("Load_{0}", Random.Range(1, 9))); m_LastPosition.z += m_HideLoad[i].GetComponent <BoxCollider>().bounds.size.z; m_HideLoad[i].transform.position = m_LastPosition; } for (int i = 0; i < 5; i++) { m_HideLoad[i].SetActive(false); } }
private void Awake() { m_Memory = MemoryPull.instance; m_Player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerAnimate>(); }
void OnApplicationQuit() { s_Instance = null; //게임종료시 삭제. }