public static ProdDamageCutIn Instantiate(ProdDamageCutIn prefab, Transform parent) { ProdDamageCutIn prodDamageCutIn = Object.Instantiate <ProdDamageCutIn>(prefab); prodDamageCutIn.get_transform().set_parent(parent); prodDamageCutIn.get_transform().set_localPosition(Vector3.get_zero()); prodDamageCutIn.get_transform().set_localScale(Vector3.get_one()); return(prodDamageCutIn); }
public static ProdDamageCutIn Instantiate(ProdDamageCutIn prefab, Transform parent) { ProdDamageCutIn prodDamageCutIn = UnityEngine.Object.Instantiate(prefab); prodDamageCutIn.transform.parent = parent; prodDamageCutIn.transform.localPosition = Vector3.zero; prodDamageCutIn.transform.localScale = Vector3.one; return(prodDamageCutIn); }
private void PlayHeavyDamage(DamagedStates status) { List <ShipModel_Defender> list = new List <ShipModel_Defender>(); list.AddRange(_queFriedShipModel.ToArray()); _queFriedShipModel.Clear(); ProdDamageCutIn.DamageCutInType damageCutInType = (status == DamagedStates.Taiha) ? ProdDamageCutIn.DamageCutInType.Heavy : ProdDamageCutIn.DamageCutInType.Moderate; ProdDamageCutIn prodDamageCutIn = BattleTaskManager.GetPrefabFile().prodDamageCutIn; prodDamageCutIn.SetShipData(list, damageCutInType); prodDamageCutIn.Play(damageCutInType, delegate { BattleShips battleShips = BattleTaskManager.GetBattleShips(); battleShips.UpdateDamageAll(_iBattlePhase); ObserverActionQueue observerAction = BattleTaskManager.GetObserverAction(); observerAction.Executions(); OnFinished(); }); }