/// <summary> /// 生成预设物体 /// </summary> /// <param name="prefab">预设物体</param> /// <returns></returns> protected GameObject SpawnChildren(SpawnChild sc, Transform parent) { GameObject go = null; if (!Spawnall.ContainsKey(sc)) { Spawnall.Add(sc, new List <GameObject>()); } switch (sc) { case SpawnChild.FirstPoolItem: go = selfMainpool.Allocate(); break; case SpawnChild.SecendPoolItem: go = selfSecendpool.Allocate(); //Instantiate(prefab); break; default: break; } go.SetActive(true); go.transform.SetParent(parent); Spawnall[sc].Add(go); return(go); }
void SpawnChildren() { GameObject ChildToBeSpawned = SpawnChild.CreateChild(ToSpawn, transform.parent, transform.position, Direction); switch (Direction) { case DIRECTION.Forward: ChildToBeSpawned.transform.LookAt(transform.position + Vector3.right); break; case DIRECTION.Backward: ChildToBeSpawned.transform.LookAt(transform.position + -Vector3.right); break; case DIRECTION.Right: ChildToBeSpawned.transform.LookAt(transform.position + -Vector3.forward); break; case DIRECTION.Left: ChildToBeSpawned.transform.LookAt(transform.position + Vector3.forward); break; } }