public Chest_Conv(Chest_Conv Parens_, S_A_Chest Obj_) { Parens = Parens_; if (Parens != null) { Parens.Child = this; } Obj = Obj_; }
override public void DeleteChest(S_A_Chest Ch_) { Chest_Conv CC = _List_Chest.Find(A => A.Obj == Ch_); if (CC == null) { return; } CC.ClearChild(); _List_Chest.Remove(CC); }
override public void AddChest(S_A_Chest Chest_) { _Chest = Chest_; _Chest._Enable = false; Chest_Conv Buf = new Chest_Conv(_Last_Chest, _Chest); _List_Chest.Add(Buf); _Last_Chest = Buf; if (_Task_Event_M != null) { _Task_Event_M.E_Chest(Chest_); } }
private void Update() { if (!_Enter) { if (_Last_Chest != null) { _Last_Chest.Move(C_V2(_Point_OUT.transform.position), _Speed); } if (_List_Chest.Count < 4) { CreateChest(); } } else { if (_Last_Chest != null) { _Last_Chest.Move(C_V2(_Point_IN.transform.position), _Speed); } Chest_Conv BUF = _List_Chest.Find(A => A._Is_MoveEnd(C_V2(_Point_IN.transform.position))); if (BUF != null) { DeleteChest(BUF.Obj); S_A_GameRoom.GetInstance().DestroyChest(BUF.Obj); if (_List_Chest.Count == 0) { _Last_Chest = null; } } } if (_Last_Chest != null) { if (_Enter) { _Mesh.material.SetFloat("_ScrollYSpeed", -_Speed * KOF_SP_CON); } else { _Mesh.material.SetFloat("_ScrollYSpeed", _Speed * KOF_SP_CON); } } else { _Mesh.material.SetFloat("_ScrollYSpeed", 0); } }
public void CreateChest() { GameObject G = Instantiate(S_A_GameRoom.GetInstance().GetRandomTemplate(), _Point_IN.transform.position, _Point_IN.transform.rotation); _Chest = G.GetComponent <S_Chest>(); _Chest.FreezeBody(); _Chest.RegContainer(this); S_A_GameRoom.GetInstance().AddChest(_Chest); Chest_Conv Buf = new Chest_Conv(_Last_Chest, _Chest); _List_Chest.Add(Buf); _Last_Chest = Buf; }