private void _onSupportFleetAdmissionFinished() { if (_clsShien is ShienModel_Rai) { _clsTorpedo = (ShienModel_Rai)_clsShien; TorpedoParticle = ParticleFile.Load <PSTorpedoWake>(ParticleFileInfos.BattlePSTorpedowakeD); _clsState.AddState(_initSupportTorpedoPhase1, _updateSupportTorpedoPhase1); } else if (_clsShien is ShienModel_Hou) { _clsShelling = (ShienModel_Hou)_clsShien; _clsState.AddState(_initSupportShelling, _updateSupportShelling); } else if (_clsShien is ShienModel_Air) { _clsAerial = (ShienModel_Air)_clsShien; _clsState.AddState(_initSupportAerialPhase1, _updateSupportAerialPhase1); } }
public static ProdSupportAerialPhase1 Instantiate(ProdSupportAerialPhase1 prefab, ShienModel_Air model, Transform parent, Dictionary <int, UIBattleShip> fShips, Dictionary <int, UIBattleShip> eShips) { ProdSupportAerialPhase1 prodSupportAerialPhase = Object.Instantiate <ProdSupportAerialPhase1>(prefab); prodSupportAerialPhase.get_transform().set_parent(parent); prodSupportAerialPhase.get_transform().set_localPosition(Vector3.get_zero()); prodSupportAerialPhase.get_transform().set_localScale(Vector3.get_one()); prodSupportAerialPhase._clsAerial = model; prodSupportAerialPhase._fBattleship = fShips; prodSupportAerialPhase._eBattleship = eShips; prodSupportAerialPhase._init(); return(prodSupportAerialPhase); }
public static ProdSupportAerialPhase2 Instantiate(ProdSupportAerialPhase2 prefab, ShienModel_Air model, Transform parent) { ProdSupportAerialPhase2 prodSupportAerialPhase = UnityEngine.Object.Instantiate(prefab); prodSupportAerialPhase.transform.parent = parent; prodSupportAerialPhase.transform.localPosition = Vector3.zero; prodSupportAerialPhase.transform.localScale = Vector3.one; prodSupportAerialPhase._clsAerial = model; prodSupportAerialPhase.StartCoroutine(prodSupportAerialPhase._init()); return(prodSupportAerialPhase); }
public static ProdSupportAerialPhase1 Instantiate(ProdSupportAerialPhase1 prefab, ShienModel_Air model, Transform parent, Dictionary <int, UIBattleShip> fShips, Dictionary <int, UIBattleShip> eShips) { ProdSupportAerialPhase1 prodSupportAerialPhase = UnityEngine.Object.Instantiate(prefab); prodSupportAerialPhase.transform.parent = parent; prodSupportAerialPhase.transform.localPosition = Vector3.zero; prodSupportAerialPhase.transform.localScale = Vector3.one; prodSupportAerialPhase._clsAerial = model; prodSupportAerialPhase._fBattleship = fShips; prodSupportAerialPhase._eBattleship = eShips; prodSupportAerialPhase._init(); return(prodSupportAerialPhase); }