// 復帰 public void ReCreate() { List <TroutData> datalist = GlobalDataManager.GetGlobalData().LoadTroutData(); for (int i = 0; i < datalist.Count; i++) { Trout2 trout = Instantiate(troutObj, Vector3.zero, Quaternion.Euler(0, 0, 0)) as Trout2; trout.ReCreate(datalist[i]); trout.name = "MapTrout"; troutList.Add(trout); } List <EnemyData> enemylist = GlobalDataManager.GetGlobalData().LoadEnemyDataList(); Debug.Log("敵を" + enemylist.Count + "体再出現させます。"); for (int i = 0; i < enemylist.Count; i++) { EnemyField enemy = Instantiate(enemyObj, enemylist[i].Position, Quaternion.Euler(0, 0, 0)) as EnemyField; enemy.Manager = this; enemy.Target = playerOwner.gameObject; enemy.FirstAreaCheck(); enemyList.Add(enemy); } playerOwner.Manager = this; playerOwner.Respawn(); }
// ステージの作成 public void Create(int size) { Debug.Log("ダンジョンの生成を開始します。"); GlobalDataManager.GetGlobalData().OnReload(); // ここ以外で値の変更はしない DUNGEON_SIZE = size; // 区画の生成 CreateArea(); // ルートの生成 CreateRoute(); // 道の生成 CreateRoad(); // 袋小路の生成 CreateBlindAlley(); // ダンジョンデータ生成後マスの生成 for (int i = 0; i < areaList.Count; i++) { List <TroutData> trout_list = areaList[i].GetTroutDataList(); for (int n = 0; n < trout_list.Count; n++) { troutDataList.Add(trout_list[n]); } } for (int i = 0; i < roadList.Count; i++) { List <TroutData> trout_list = roadList[i].GetTroutDataList(); for (int n = 0; n < trout_list.Count; n++) { troutDataList.Add(trout_list[n]); } } for (int i = 0; i < troutDataList.Count; i++) { troutDataList[i].ID = i; Trout2 trout = Instantiate(troutObj, troutDataList[i].Position, troutDataList[i].Rotation) as Trout2; trout.ReCreate(troutDataList[i]); trout.name = "MapTrout"; GlobalDataManager.GetGlobalData().SaveTroutData(troutDataList[i]); troutList.Add(trout); } for (int i = 0; i < enemyList.Count; i++) { enemyList[i].FirstAreaCheck(); } playerOwner.IsVisiblePlayer(true); playerOwner.ResetSetUpPlayerCamera(); playerOwner.Manager = this; playerOwner.FirstAreaCheck(); Debug.Log("ダンジョンの生成を終了しました。"); }