public IEnumerator SummonPlayer(TankController player) { player.gameObject.SetActive(false); player.x = x; player.y = y; player.SetPosition(x, y); yield return new WaitForSeconds(1.0f); gameObject.SetActive(true); yield return new WaitForSeconds(1.0f); player.gameObject.SetActive(true); gameObject.SetActive(false); }
private void DrawLevel() { GameObject DrawObject; for (int j = 0; j < width; j++) { for (int i = 0; i < height; i++) { Vector3 pos = new Vector3(i, 1, -j); switch (tileArray[i,j]) { case TileType.MasterBlock: DrawObject = CreateObjectPrefab("Prefabs/MasterBlock", pos); DrawObject.GetComponent<Block>().SetCoordinates(i, j); break; case TileType.BreakBlock: DrawObject = CreateObjectPrefab("Prefabs/BreakBlock", pos); DrawObject.GetComponent<Block>().SetCoordinates(i, j); break; case TileType.Flag: DrawObject = CreateObjectPrefab("Prefabs/Flag", pos); DrawObject.GetComponent<Flag>().SetCoordinates(i, j); flag = DrawObject.GetComponent<Flag>(); break; case TileType.Item: DrawObject = CreateObjectPrefab("Prefabs/Item", pos); DrawObject.GetComponent<Item>().SetCoordinates(i, j); item = DrawObject.GetComponent<Item>(); break; case TileType.SummonEnemyZone: // 탱크 EnemyAI enemy; DrawObject = CreateObjectPrefab("Prefabs/EnemyTank", pos); enemy = DrawObject.GetComponent<EnemyAI>(); enemy.SetCoordinates(i, j); enemyList.Add(enemy); // 이펙트 DrawObject = CreateObjectPrefab("Prefabs/SummonZone", pos); DrawObject.GetComponent<SummonZone>().SetCoordinates(i, j); enemySummonZoneList.Add(DrawObject.GetComponent<SummonZone>()); StartCoroutine(DrawObject.GetComponent<SummonZone>().SummonEnemy(enemy)); break; case TileType.SummonPlayerZone: // 탱크 DrawObject = CreateObjectPrefab("Prefabs/PlayerTank", pos); player = DrawObject.GetComponent<TankController>(); player.SetPosition(i, j); // 이펙트 DrawObject = CreateObjectPrefab("Prefabs/SummonZone", pos); DrawObject.GetComponent<SummonZone>().SetCoordinates(i, j); playerSummonZone = DrawObject.GetComponent<SummonZone>(); StartCoroutine(playerSummonZone.SummonPlayer(player)); break; } } } }