private void SpawnHeroes() { Vector2 skillPos = new Vector2(); for (int i = 0; i < _party.Length; i++) { var pos = new Vector3((3.8f / 1.5f - 4f + i) * 2.8f, -3.2f, -10); GameObject hero = _spawner.Spawn <Hero>("Chars/Char_" + _party[i], _profileType[i]); hero.LoadComponentsFromList(hero.GetComponent <Entity>().components); hero.transform.position = pos; //Change to relative positions float xOffset = (i < 2) ? 2.0f : -10.0f; skillPos.x = hero.transform.position.x + xOffset; skillPos.y = hero.transform.position.y; hero.name = hero.GetComponent <Profile>().GetType().ToString(); hero.GetComponent <Profile>().skillPos = skillPos; hero.GetComponent <BoxCollider2D>().enabled = false; hero.GetComponent <Hero>().battleID = "h0" + i; hero.GetComponent <ElementalPowerStock>().stock = _dungeonData.parameter.stocks[i]; mainPlayer.health.maxHp = _dungeonData.parameter.maxHp; mainPlayer.health.hp = _dungeonData.parameter.hp; mainPlayer.parameter.defense += hero.GetComponent <Profile>().parameter.defense; heroList.Add(hero); actorList.Add(hero); } }
//************************************ Cursor public void SpawnCursor(string owner, GameObject obj) { Vector3 pos = obj.transform.position; pos.y += 2f; var cursorObj = (_spawner.Spawn <BattleCursor>("UI/cursor")).GetComponent <BattleCursor>(); cursorObj.ParentToUI(); cursorObj.Init(); cursorObj.transform.position = pos; _elements.Add("cursor_" + owner, cursorObj); }
public void Spawn() { _spawner.Spawn(); }