/// <summary> 複数のインスタンスを生成. </summary> public IEnumerable <T> Instantiate <T>(int count, bool active = true, bool instantiateInWorldSpace = false) where T : Component { if (prefab == null) { PrefabErrorMessage(); return(null); } var instances = UnityUtility.Instantiate <T>(parent, prefab, count, instantiateInWorldSpace).ToArray(); instances.ForEach(x => UnityUtility.SetActive(x.gameObject, active)); return(instances); }
//----- method ----- public GameObject Instantiate(bool active = true, bool instantiateInWorldSpace = false) { if (prefab == null) { PrefabErrorMessage(); return(null); } var instance = UnityUtility.Instantiate(parent, prefab, instantiateInWorldSpace); UnityUtility.SetActive(instance, active); return(instance); }
/// <summary> インスタンスを生成. </summary> public T Instantiate <T>(bool active = true, bool instantiateInWorldSpace = false) where T : Component { if (prefab == null) { PrefabErrorMessage(); return(null); } var instance = UnityUtility.Instantiate <T>(parent, prefab, instantiateInWorldSpace); if (instance != null) { UnityUtility.SetActive(instance.gameObject, active); } return(instance); }