예제 #1
0
    public void SpawnEntity(string identity, EntityType type, int x, int y)
    {
        Vector3    position   = WorldManager.GamePosAtTile(ManagerInstance.Get <WorldManager>().completeMap[x, y]);
        GameObject gameObject = GameObject.Instantiate(Resources.Load("Entities/" + type), position, Quaternion.identity) as GameObject;

        bool foundData = false;

        switch (type)
        {
        case EntityType.None:
            break;

        case EntityType.Actor:
            for (int i = 0; i < m_actors.loadedData.Count; i++)
            {
                if (m_actors.loadedData[i].identity == identity)
                {
                    gameObject.GetComponent <EntityComponent>().SetData(m_actors.loadedData[i].Clone(), m_actors.loadedGraphics[i]);
                    foundData = true;
                }
            }
            break;

        case EntityType.Static:
            for (int i = 0; i < m_staticEntities.loadedData.Count; i++)
            {
                if (m_staticEntities.loadedData[i].identity == identity)
                {
                    gameObject.GetComponent <EntityComponent>().SetData(m_staticEntities.loadedData[i].Clone(), m_staticEntities.loadedGraphics[i]);
                    foundData = true;
                }
            }
            break;

        case EntityType.Dynamic:
            for (int i = 0; i < m_dynamicEntities.loadedData.Count; i++)
            {
                if (m_dynamicEntities.loadedData[i].identity == identity)
                {
                    gameObject.GetComponent <EntityComponent>().SetData(m_dynamicEntities.loadedData[i].Clone(), m_dynamicEntities.loadedGraphics[i]);
                    foundData = true;
                }
            }
            break;

        default:
            break;
        }

        m_activeEntities.Add(gameObject.GetComponent <EntityComponent>().entity);
        if (!foundData)
        {
            Destroy(gameObject);
            CommandInput.DebugLog(new string[] { "Entity Not Found" });
        }
    }