예제 #1
0
    // Variable
    #region Variable

    #endregion

    // Property
    #region Property

    #endregion

    // MonoBehaviour
    #region MonoBehaviour

    #endregion

    // Private Method
    #region Private Method

    #endregion

    // Public Method
    #region Public Method

    public override void Instantiate(GameObject _GameObject, Vector3 _StandardPos, int _row, int _Cloum, Transform _ParentTransform)
    {
        var player = Instantiate <GameObject>(_GameObject, new Vector3(_StandardPos.x + (0.16f * _row), _StandardPos.y + (0.16f * _Cloum), 0), Quaternion.identity, _ParentTransform);

        GameCamera.Instance.SetActiveCamera(GameCamera.CameraKind.PlayerCamera);
        GameCamera.Instance.GetCameraObjectComponent <PlayerCamera>(GameCamera.CameraKind.PlayerCamera).SetPlayer(player.transform);
        player.name = Common.PlayerName;
        SpawnObjects.Add(player);
    }
예제 #2
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        public bool AddSpawnObject(SpawnObject so)
        {
            if (m_SpawnObjects.FirstOrDefault(s => ParseType(s.SpawnName.ToLower()) == ParseType(so.SpawnName.ToLower())) == null &&
                m_SpawnObjects.Count < SpawnerGump.MaxEntries)
            {
                SpawnObjects.Add(so);
                return(true);
            }

            return(false);
        }
예제 #3
0
    // Variable
    #region Variable


    #endregion

    // Property
    #region Property

    #endregion

    // MonoBehaviour
    #region MonoBehaviour

    #endregion

    // Private Method
    #region Private Method
    #endregion

    // Public Method
    #region Public Method
    public override void Instantiate(GameObject _GameObject, Vector3 _StandardPos, int _row, int _Cloum, Transform _ParentTransform)
    {
        GameObject f_gameObject = Instantiate <GameObject>(_GameObject, new Vector3(_StandardPos.x + (0.16f * _row), _StandardPos.y + (0.16f * _Cloum), 0), Quaternion.identity, _ParentTransform);

        Enemy f_Enemy = f_gameObject.GetComponent <Enemy>();

        EnemyDirection(f_Enemy, _row, _Cloum);
        f_Enemy.Property_SpriteRenderer.enabled = false;
        f_Enemy.enabled = false;
        SpawnObjects.Add(f_gameObject);
    }
예제 #4
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        public BreakableObjectPropertiesViewModel(
            TreeViewViewModel treeParent,
            CompoundObjectViewModel parentVm,
            MainViewModel mainVm,
            BreakableObjectProperties modelObject,
            bool enabled = true) :
            base(treeParent, parentVm, mainVm, enabled)
        {
            ModelObject = modelObject;

            foreach (SpawnObject so in ModelObject.SpawnObjects)
            {
                SpawnObjectViewModel sovm = new SpawnObjectViewModel(this, parentVm, mainVm, so);
                SpawnObjects.Add(sovm);
            }
        }
예제 #5
0
    // Public Method
    #region Public Method

    /// <summary>
    /// ObjectTile를 생성시 작업
    /// Isntantiate를 통해서 자신의 객층구조상 위치(부모의 Transform)에 객체를 생성하며,
    /// 생성시 Renderer를 끄고, 필요한 기본정보를 작성 해줌
    /// </summary>
    /// <param name="_GameObject">만들 객체</param>
    /// <param name="_StandardPos">타일의 0,0값</param>
    /// <param name="_row">행</param>
    /// <param name="_Cloum">렬</param>
    /// <param name="_ParentTransform">부모의 Transform</param>
    override public void Instantiate(GameObject _GameObject, Vector3 _StandardPos, int _row, int _Cloum, Transform _ParentTransform)
    {
        GameObject f_Object = Instantiate <GameObject>(_GameObject, new Vector3(_StandardPos.x + (0.16f * _row), _StandardPos.y + (0.16f * _Cloum), 0), Quaternion.identity, _ParentTransform);

        TileObject f_TileObject = f_Object.GetComponent <TileObject>();

        f_TileObject.Renderer.enabled = false;

        if (f_TileObject != null)
        {
            f_TileObject.Initialized(_row, _Cloum);
            SetObjectPoket(f_TileObject, _row, _Cloum);
        }

        SpawnObjects.Add(f_Object);
    }
예제 #6
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        public ObjectFactoryPropertiesViewModel(
            TreeViewViewModel treeParent,
            CompoundObjectViewModel parentVm,
            MainViewModel mainVm,
            ObjectFactoryProperties modelObject,
            CoSystemViewModel systemViewModel) :
            base(treeParent, parentVm, mainVm, systemViewModel)
        {
            _modelObject = modelObject;

            if (_modelObject != null)
            {
                _bodyObject = ParentVm.FindBodyObject(_modelObject.Body);
            }

            foreach (SpawnObject so in LocalModelObject.SpawnObjects)
            {
                SpawnObjectViewModel sovm = new SpawnObjectViewModel(this, parentVm, mainVm, this, so);
                SpawnObjects.Add(sovm);
            }

            UpdateCornerPoints();
        }
예제 #7
0
    // Variable
    #region Variable
    #endregion

    // Property
    #region Property

    #endregion

    // MonoBehaviour
    #region MonoBehaviour

    #endregion

    // Private Method
    #region Private Method

    #endregion

    // Public Method
    #region Public Method
    override public void Instantiate(Tile _Tile, Vector3 _StandardPos, int _row, int _Cloum, Tilemap _Tilemap)
    {
        _Tilemap.SetTile(new Vector3Int(_row, _Cloum, 0), _Tile);
        SpawnObjects.Add(_Tile);
    }
예제 #8
0
    public override void Instantiate(GameObject _GameObject, Vector3 _StandardPos, int _row, int _Cloum, Transform _ParentTransform)
    {
        var Item = Instantiate <GameObject>(_GameObject, new Vector3(_StandardPos.x + (0.16f * _row), _StandardPos.y + (0.16f * _Cloum), 0), Quaternion.identity, _ParentTransform);

        SpawnObjects.Add(Item);
    }