예제 #1
0
    public GameObject CreateChartactor(string Name, int nid)
    {
        int        IDnumber = nid;
        string     strPath  = Name;
        GameObject obj      = Resources.Load(strPath) as GameObject;

        obj = GameObject.Instantiate(obj, Vector3.zero, Quaternion.identity) as GameObject;
        obj.AddComponent <ExMove>();

        return(obj);
    }
예제 #2
0
    public void GetPauseObject()
    {
        //Debug.Log("GetPauseObject");
        StageLayerObjList.Clear();
        TargetObj.Clear();
        BubbleList.Clear();
        PauseFlag = false;
        //全てのオブジェクト取得
        GameObject[] AllObj = GameObject.FindObjectsOfType <GameObject>();

        //全てのオブジェクトの中からレイヤーが「9:Staeg」の物のみ取得
        foreach (GameObject obj in AllObj)
        {
            if (obj.layer == BubbleLayerNumber)
            {
                TargetObj.Add(obj);
                BubbleList.Add(obj);
            }

            if (obj.layer == StageLayerNumber)
            {
                StageLayerObjList.Add(obj);
                TargetObj.Add(obj);
            }

            if (obj.tag == "fish")
            {
                TargetObj.Add(obj);
            }
        }

        //SpinOparationのSpinSpeedを0にしてステージを止める

        //Stageのレイヤーの中にあるStageObjの取得
        //foreach(GameObject obj in StageLayerObjList)
        //{
        //    if (obj.GetComponent<SpinOperation>() != null)
        //    {
        //        foreach(GameObject targetobj in obj.GetComponent<SpinOperation>().StageObj)
        //        {
        //            TargetObj.Add(targetobj);
        //        }
        //    }
        //}

        //Pause対象のオブジェクトにPauseComponentの付与
        foreach (GameObject obj in TargetObj)
        {
            if (obj.GetComponent <PauseComponent>() == null)
            {
                obj.AddComponent <PauseComponent>();
            }
        }
    }
예제 #3
0
        public static void CreateGameSceneObj()
        {
            GameObject obj = (GameObject)Resources.Load("TimeManager");

            obj = Instantiate(obj);
            obj.AddComponent <ResultSceneLoader>();

            //for (int i = 0; i < _BoidsNum; i++)
            //{
            //    Instantiate(boidsCtr);
            //}
        }