private void PreloadDynamicObjectPrototypes() { this._preloadDynamicObjectProtos = new List <PreloadDynamicObjectPrototype>(); ConfigDynamicObjectRegistry dynamicObjectRegistry = DynamicObjectData.GetDynamicObjectRegistry("Entities/DynamicObject/Data/DynamicObject_Level"); for (int i = 0; i < dynamicObjectRegistry.entries.Length; i++) { DynamicObjectEntry entry = dynamicObjectRegistry.entries[i]; this.PreloadDynamicObject(entry.name, entry.prefabPath); } }
public Stone CreateStone(float createX, float createZ) { // // GameObject prefab = Resources.Load <GameObject>(DynamicObjectData.GetResourcePath(DynamicObjectData.STONE_TYPE)); ClientScene.RegisterPrefab(prefab); GameObject dynamicObjectView = GameObject.Instantiate(prefab) as GameObject; Stone stone = new Stone(dynamicObjectView, DynamicObjectData.STONE_TYPE, createX, createZ); _dynamicObjectList.Add(stone); NetworkServer.Spawn(dynamicObjectView); return(stone); }