private void CreateLeapRoot() { string leapTempletePath = GamingMapEditorUtility.GetLeapTempletePath(); if (string.IsNullOrEmpty(leapTempletePath)) { return; } GameObject leapTemplete = AssetDatabase.LoadAssetAtPath <GameObject>(leapTempletePath); if (leapTemplete != null) { GameObject leapRootObj = GameObject.Instantiate(leapTemplete); leapRootObj.name = "LeapRoot"; leapRootObj.transform.SetParent(transform); leapRootObj.transform.localPosition = Vector3.zero; leapRootObj.transform.localRotation = Quaternion.identity; m_LeapRoot = leapRootObj.AddComponent <LeapRoot>(); } }
/// <summary> /// 创建跃迁点 /// </summary> /// <param name="root"></param> /// <returns></returns> private Leap CreateLeap(LeapRoot root) { Leap leap = null; string leapTempletePath = GamingMapEditorUtility.GetLeapTempletePath(); if (string.IsNullOrEmpty(leapTempletePath)) { return(leap); } GameObject leapTemplete = AssetDatabase.LoadAssetAtPath <GameObject>(leapTempletePath); if (leapTemplete != null) { GameObject leapRootObj = GameObject.Instantiate(leapTemplete); leapRootObj.name = root.m_LeapName; leapRootObj.transform.SetParent(transform); leapRootObj.transform.localPosition = Vector3.zero; leapRootObj.transform.localRotation = Quaternion.identity; leap = leapRootObj.AddComponent <Leap>(); leap.m_LeapId = root.m_LeapId; } return(leap); }