// Use this for initialization static public Unit CreateUnit(string unitResourceName) { //unit GameObject goPrefab = Resources.Load <GameObject> (unitResourceName); if (goPrefab == null) { Debug.LogError("Unit Create Error => " + unitResourceName); return(null); } GameObject l_gameObject = GameObject.Instantiate <GameObject> (goPrefab); l_gameObject.SetActive(true); Unit unit = l_gameObject.GetComponent <Unit>(); //searcher UnitSearch unitSearcher = UnitSearch.CreateUnitSearch(unit.MyTransform, 15); //gage bar unit.m_unitGagebar = GameMgr.Ins.m_unitLocation.m_gagebar.GetComponent <UxUnitGagebar>(); unit.m_UnitAttribute = new UnitAttribute(); //ai UnitAi unitAi = new UnitAi(); unitAi.Init(unit, unitSearcher); return(unit); }
// Use this for initialization public static Unit CreateUnit(string unitResourceName) { //unit GameObject goPrefab = Resources.Load<GameObject> ("Unit/" + unitResourceName); if(goPrefab == null) { Debug.LogError("Unit Create Error => " + unitResourceName); return null; } GameObject l_gameObject = GameObject.Instantiate<GameObject> (goPrefab); l_gameObject.SetActive(true); Unit unit = l_gameObject.GetComponent<Unit>(); //searcher UnitSearch unitSearcher = UnitSearch.CreateUnitSearch (unit.MyTransform, 15); //gage bar unit.m_unitGagebar = GameMgr.Ins.m_unitLocation.m_gagebar.GetComponent<UxUnitGagebar>(); //ai UnitAi unitAi = new UnitAi (); unitAi.Init(unit, unitSearcher); return unit; }
public virtual void SetOwnerUnit(Unit ownerUnit, eAiProcess state) { m_ownerUnit = ownerUnit; m_ai = m_ownerUnit.m_ai; m_State = state; }