public GameObject Spawn(string name) { if (m_objectStack.ContainsKey(name)) { Stack <GameObject> stack = m_objectStack[name]; if (stack.Count > 0) { GameObject t = stack.Pop(); if (m_resetAction != null) { m_resetAction(t); } t.SetActive(true); return(t); } else { print("pool is not enough! " + this.name + " " + name); GameObject go = PrefabUtils.GetPrefab(name, prefabType); GameObject child = PrefabUtils.AddChild(this.gameObject, go); child.layer = go.layer; child.name = name; gameObjectToKey.Add(child, name); child.SetActive(true); return(child); } } else { Debug.LogWarningFormat("pool no name:[{0}]", name); return(null); } }
public GameObject Instantiate(BattleMapMonsterType monsterType, int sortingOrder) { string str = monsterType.ToString().ToLower().Replace("_", ""); GameObject prefab = PrefabUtils.GetPrefab(this, str); GameObject go = Instantiate(prefab) as GameObject; go.GetComponent <SpriteRenderer>().sortingOrder = sortingOrder; return(go); }
public GameObject Instantiate(MapObjectType objectType, int sortingOrder) { string objType = objectType.ToString().Replace("_", ""); objType = objType.ToLower(); GameObject prefab = PrefabUtils.GetPrefab(this, objType); GameObject go = Instantiate(prefab) as GameObject; go.GetComponent<SpriteRenderer>().sortingOrder = sortingOrder; return go; }
public GameObject Instantiate(BattleMapTile bmt) { GameObject prefab = PrefabUtils.GetPrefab(this, bmt.MapTileViewType.ToString().ToLower()); GameObject go = Instantiate(prefab) as GameObject; go.name = bmt.Name; go.transform.position = bmt.GetMapTilePosition(); go.GetComponent <SpriteRenderer>().sortingOrder = SORTING_ORDER; return(go); }
public void ShouImageHui() //根据传来的会牌值 决定是否显示会牌图片 { print(" shou image " + Game.MJMgr.cardHui); if (Game.MJMgr.cardHui != -1) { GameObject hui = PrefabUtils.GetPrefab(Game.MJMgr.cardHui.ToString(), MyPrefabType.MJ); detail.Image_Hui.sprite = hui.transform.FindChild("Image").GetComponent <Image>().sprite; detail.Image_Hui.gameObject.SetActive(true); detail.Image_BG.gameObject.SetActive(true); } else { detail.Image_Hui.gameObject.SetActive(false); detail.Image_BG.gameObject.SetActive(false); } }
public GameObject Instantiate(EffectType effectType, GameObject parent) { string str = effectType.ToString().ToLower().Replace("_", ""); GameObject prefab = PrefabUtils.GetPrefab(this, str); GameObject go = Instantiate(prefab); // 親のひとつ前に表示 ParticleSystem attackEffectPs = go.GetComponent <ParticleSystem>(); attackEffectPs.GetComponent <Renderer>().sortingOrder = parent.GetComponent <SpriteRenderer>().sortingOrder + 1; // 破棄用リストに追加 gameObjectList.Add(go); return(go); }