public override void Init(int charTableId, Vector3 vPos) { base.Init(charTableId, vPos); CardListUI_Remain = PFUtil.Instantiate <APFCardListUI>(PFPrefabPath.CardListUI, this.gameObject, Vector3.zero); CardListUI_Remain.gameObject.SetActive(false); CardListUI_Remain.Title_UILabel.text = PFConst.StrRemainCard; CardListUI_Used = PFUtil.Instantiate <APFCardListUI>(PFPrefabPath.CardListUI, this.gameObject, Vector3.zero); CardListUI_Used.gameObject.SetActive(false); CardListUI_Used.Title_UILabel.text = PFConst.StrUsedCard; CardListUI_Destroyed = PFUtil.Instantiate <APFCardListUI>(PFPrefabPath.CardListUI, this.gameObject, Vector3.zero); CardListUI_Destroyed.gameObject.SetActive(false); CardListUI_Destroyed.Title_UILabel.text = PFConst.StrDestroyedCard; PFPlayerCharacter = PFCharacter as APFPlayerCharacter; List <int> totalCardList = PFPlayerStuff.GetInitTotalCardList(); CardPool[PFCardPool.RemainCard] = totalCardList; APFGameMode gameMode = APFGameMode.GetInstance(); gameMode.OnClick_Character_Dele += OnClick_Character; }
protected T CreateCharacter <T>(int charTableId, Vector3 pos) where T : APFCharacter { CharacterTableId = charTableId; string charPrefabPath = PFCharacterTable.GetCharacterPrefabPath(CharacterTableId); T character = PFUtil.Instantiate <T>(charPrefabPath, this.gameObject, pos); return(character); }
public static T Instantiate <T>(T originalObj, GameObject parent, Vector3 pos) where T : MonoBehaviour { T newInstance = PFUtil.Instantiate(originalObj, parent); if (newInstance != null) { newInstance.gameObject.transform.localPosition = pos; } return(newInstance); }
APFPlayerController CreatePlayerController() { APFPlayerController plrController_original = Resources.Load <APFPlayerController>(PFPrefabPath.PlayerController); APFPlayerController newPlrController = PFUtil.Instantiate(plrController_original, this.gameObject); Vector3 vPos = new Vector3(-480, PFConst.CharacterCreatePosY, 0.0f); int charTableId = 10001; newPlrController.Init(charTableId, vPos); return(newPlrController); }
public static List <APFCardUI> Create_DeckCards(GameObject cardParent, List <int> deckCardIdList, int bgFrameWidth) { APFCardUI card_original = Resources.Load <APFCardUI>(PFPrefabPath.Card); if (card_original == null) { StringBuilder sbLog = new StringBuilder(""); sbLog.AppendFormat("{0} 경로에 카드프리팹이 없습니다.", PFPrefabPath.Card); Debug.LogError(sbLog.ToString()); return(null); } int cardWidth = card_original.GetCardWidth(); int cardCount = deckCardIdList.Count; int cardTotalWidth = cardWidth * cardCount; float createPosX = (bgFrameWidth - cardTotalWidth) / 2; createPosX += cardWidth / 2; List <APFCardUI> newInstanceList = new List <APFCardUI>(cardCount); for (int i = 0; i < cardCount; ++i) { int cardId = deckCardIdList[i]; PFTable.Card cardTable = PFTable.GetCard(cardId); if (cardTable != null) { Vector3 createPos = new Vector3(createPosX, 0.0f, 0.0f); APFCardUI newCardInstance = PFUtil.Instantiate(card_original, cardParent, createPos); newCardInstance.Init(cardTable); newInstanceList.Add(newCardInstance); createPosX += cardWidth; } else { StringBuilder sbLog = new StringBuilder(""); sbLog.AppendFormat("카드테이블 id: {0} 카드정보가 없습니다", cardId); Debug.LogError(sbLog.ToString()); return(null); } } return(newInstanceList); }
public static T Instantiate <T>(string prefabPath, GameObject parent, Vector3 pos) where T : MonoBehaviour { T original = Resources.Load <T>(prefabPath); if (original != null) { T newInstance = PFUtil.Instantiate(original, parent); newInstance.gameObject.transform.localPosition = pos; return(newInstance); } return(null); }
public void UpdateUI_CardList(List <int> cardList) { PFUtil.DestroyChild(CardListGrid.gameObject, false); if (cardList == null) { return; } for (int i = 0; i < cardList.Count; ++i) { APFCardUI pfCard = PFUtil.Instantiate <APFCardUI>(PFPrefabPath.Card, CardListGrid.gameObject, Vector3.zero); pfCard.Init(PFTable.GetCard(cardList[i])); } CardListGrid.repositionNow = true; }
private APFStatusIconUI AddStatusIcon(PFTable.Card.StatusIcon statusIconType, int statusKeepTurnCount) { APFStatusIconUI newStatusIcon = PFUtil.Instantiate <APFStatusIconUI>(PFPrefabPath.StatusIcon, StatusIcon_UIGrid.gameObject, Vector3.zero); StatusIcon_UIGrid.repositionNow = true; //grid에 새 요소를 추가한후, 위치를 재정비한다. string statusIconPath = PFCardTable.GetStatusIconPath(statusIconType); UnityEngine.Sprite sprite = Resources.Load <UnityEngine.Sprite>(statusIconPath); newStatusIcon.StatusIconType = statusIconType; newStatusIcon.SetStatusKeepTurnCount(statusKeepTurnCount); newStatusIcon.StatusIconImage.sprite2D = sprite; StatusIconList.Add(newStatusIcon); return(newStatusIcon); }
private void CreateGameMode() { APFGameMode gamemode_original = Resources.Load <APFGameMode>(PFPrefabPath.GameMode); PFGameMode = PFUtil.Instantiate(gamemode_original, PFUIRoot.gameObject); }