Exemplo n.º 1
0
    //==============================================================================//
    // 外部公開																		//
    //==============================================================================//
    public GameObject GetNextHuman()                                                           //ランダムで生成する人間を決める
    {
        GameObject ret     = (GameObject)Resources.Load(NORMAL_HUMAN_PATH + "/Girl_0_Normal"); //エラー回避。なんでもいい。
        int        humanId = 0;

        HUMAN_TYPE humanType = (HUMAN_TYPE)Random.Range(0, HUMAN_TYPE_MAX);

        switch (humanType)
        {
        case HUMAN_TYPE.GIRL:
            humanId = Random.Range(0, GIRL_PREFAB_MAX);
            ret     = GirlNormalPrefabs[humanId];
            break;

        case HUMAN_TYPE.BOY:
            humanId = Random.Range(0, BOY_PREFAB_MAX);
            ret     = BoyNormalPrefabs[humanId];
            break;

        case HUMAN_TYPE.BAD:
            humanId = Random.Range(0, BAD_PREFAB_MAX);
            ret     = BadNormalPrefabs[humanId];
            break;

        case HUMAN_TYPE.GAY:
            humanId = Random.Range(0, GAY_PREFAB_MAX);
            ret     = GayNormalPrefabs[humanId];
            break;

        default:
            break;
        }

        return(ret);
    }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        m_HumanType = HUMAN_TYPE.HUMAN_TYPE_NORMAL;
        //		Piece.m_StrongValue=2;  //
        CoreGame = GameObject.Find("coreGame");
        BoardClass =    CoreGame.GetComponent("BoardBehavior") as  BoardBehavior;

        /// Init the TextUI
        GameObject go  = new GameObject("Text_"+ this.name);
        UI_StatusText = (GUIText)go.AddComponent( typeof(GUIText) );
        UI_StatusText.transform.parent = transform;

        Font BroadwayFont = (Font)Resources.Load("Fonts/Arial");
        UI_StatusText.font = BroadwayFont;
        UI_StatusText.text = "Init";
        UI_StatusText.fontSize=16;
        // GText.material.color = Color.Green;
        UI_StatusText.transform.position=new Vector3(0,0,0);
        TextCoords = new Vector3(0,0,0);

        /// Status control init
        m_HumanPiece_Behaviour =m_HumanPiece_Behaviour_Prev =  HUMAN_BEHAVIOUR.HUMAN_BEHAVIOUR_IDLE;
        m_HumanStatus = HUMAN_STATUS.HUMAN_STATUS_INIT;
        m_nCurrentFrame = 0 ;

        m_bDistroy = false;

        UI_StatusText.enabled = ( CoreGame.GetComponent("MainGameWorld") as MainGameWorld).bDebugShowMsg_Creature;
    }