/// <summary> /// Called when a prop has been created /// </summary> public void OnPropCreated(Prop prop) { if (mReconstructionBehaviour) { mReconstructionBehaviour.AssociateProp(PropTemplate, prop); } }
public void OnPropCreated(Prop prop) { Debug.Log("---Created Prop"); if (mReconstructionBehaviour != null) { mReconstructionBehaviour.AssociateProp(PropTemplate, prop); } }
public void OnPropCreated(Prop prop) { //shows an example of how you could get a handle on the prop game objects to perform different game logic if (mReconstructionBehaviour) { mReconstructionBehaviour.AssociateProp(PropTemplate, prop); PropAbstractBehaviour behaviour; if (mReconstructionBehaviour.TryGetPropBehaviour(prop, out behaviour)) { behaviour.gameObject.name = "Prop " + prop.ID; } } }
//对边塔的生成进行监听回调 public void OnPropCreated(Prop prop) { //此处可以根据prop相关信息为其挂载不同的游戏逻辑 //同时对于prop数量进行监控 if (mReconstructionBehaviour && num < maxProp) { mReconstructionBehaviour.AssociateProp(PropTemplate, prop); PropAbstractBehaviour behaviour; if (mReconstructionBehaviour.TryGetPropBehaviour(prop, out behaviour)) { behaviour.gameObject.name = "Prop " + prop.ID; } //增加边塔数量 num++; } }