コード例 #1
0
 internal static void AddIniterObject(S_IniterObject _initerObject)
 {
     if (!_OnScene.Contains(_initerObject))
     {
         _OnScene.Add(_initerObject);
     }
 }
コード例 #2
0
    internal static void RemoveIniterObject(S_IniterObject _initerObject)
    {
        if (_OnScene.Contains(_initerObject) && !_isQuited)
        {
            _OnScene.Remove(_initerObject);

            S_IniterObject _obj = Instantiate(_initerObject, _initerObject.transform.position, _initerObject.transform.rotation);
            _obj.name = _initerObject.name;
            _obj.gameObject.SetActive(true);
        }
    }
コード例 #3
0
 private void Init()
 {
     S_IniterObject[] _InScene = FindObjectsOfType <S_IniterObject>();
     for (int i = 0; i < _IniterPrefabs.Length; i++)
     {
         bool _isFounded = false;
         for (int j = 0; j < _InScene.Length; j++)
         {
             if (_InScene[j].m_Hash == _IniterPrefabs[i].m_Hash)
             {
                 AddIniterObject(_InScene[j]);
                 _isFounded = true;
                 break;
             }
         }
         if (!_isFounded)
         {
             S_IniterObject _obj = Instantiate(_IniterPrefabs[i], Vector3.zero, Quaternion.identity);
             _obj.name = _IniterPrefabs[i].name;
         }
     }
 }