/// <summary> /// /// </summary> /// <param name="buildingRequestment"></param> /// <returns></returns> private Vector3 CalculatePosition(BuildingRequestment buildingRequestment) { //buildingRequestment.index; return(new Vector3(0, 0, 0)); }
/// <summary> /// 주문에 맞춰 Building Prefab을 생성한다. /// </summary> /// <param name="buildingRequestment"></param> /// <returns></returns> public GameObject CreateBuilding(BuildingRequestment buildingRequestment) { GameObject building = _bm.Find(buildingRequestment.name); var slotTransform = buildingRequestment.owner.Slots[buildingRequestment.index].transform; return(Instantiate(building, slotTransform.position, slotTransform.rotation, buildingRequestment.owner.transform) as GameObject); }
/// <summary> /// Buliding을 생성하는 곳 /// </summary> /// <param name="buildingComponent"></param> /// <param name="owner"></param> /// <param name="position"></param> /// <returns></returns> public Buildable CreateBuilding(BuildingRequestment requestment, Vector3 position) { //return Building _super.gameObject.SetActive(false); var building = SimplePool.Spawn(_super, position).GetComponent <Buildable>(); building._activated = false; building.Owner = requestment.owner; building.transform.parent = requestment.owner.transform; building.gameObject.SetActive(true); // OnEnable이 호출되는 순서를 제어하기 위함 return(building); }
public Buildable CreateBuilding(BuildingRequestment requestment) { //return Building return(CreateBuilding(requestment, requestment.owner.transform.position)); }
public void DestroyBuilding(BuildingRequestment buildingRequestment) { }
public GameObject UpgradeBuilding(BuildingRequestment buildingRequestment) { return(null); }