//それぞれの関数で同じ値を使用したり、前回の関数の実行結果を残しておく必要がないのでメンバ変数は削除します public GameObject InstanceGoods(MerchandiseInfo.Merchandise putGoods, GameObject prefab, Vector3 sensorObjPos) { Debug.Log($"prefabInfo.transform.position: {prefab.transform.position}"); var prefabPos = prefab.transform.position + sensorObjPos + InstancePos; var putObj = PhotonNetwork.Instantiate(putGoods.prefabAddress, prefabPos, prefab.transform.rotation); putObj.GetComponent <GoodsAddress>().SetGoodsEnumSend((int)putGoods.merchandise); return(putObj); }
public void InstanceGoods(MerchandiseInfo.Merchandise merchandise) { GoodsRepository goodsRepository = new GoodsRepository(goodsTable); GameObject putGoods = _instancePrefab.InstanceGoods(merchandise, goodsRepository.FindGoods(merchandise.merchandise), sensorObj.transform.position); _menuButtonManager.InActivePutMerchandisePanel(); _moveGoods.MoveObjInit(putGoods); moveGoodsObj.SetActive(true); gameObject.SetActive(false); }
public void GetItem(MerchandiseInfo.MerchandiseEnum key) { if (CheckHadItem(key)) { HaveMerchandiseDic[(int)key].itemCount++; } else { MerchandiseInfo.Merchandise item = MerchandiseInfo.MerchandiseInfoDic[(int)key]; item.itemCount = 1; HaveMerchandiseDic.Add((int)key, item); } }