// 设置窗户的出现模式 public void setClosingPatternType(CLOSING_PATTERN_TYPE type, bool is_flip, ClosingPatternParam param) { this.closing_pattern_type = type; this.is_flip_closing = is_flip; this.closing_pattern.param = param; }
// 设置窗户的出现模式 public void setClosingPatternType(CLOSING_PATTERN_TYPE type, bool is_flip) { ClosingPatternParam param; param.as_float = 0.0f; param.as_bool = true; this.setClosingPatternType(type, is_flip, param); }
// ---------------------------------------------------------------- // void Start() { // this.fusuma_objects = new GameObject[FUSUMA_NUM]; for (int i = 0; i < FUSUMA_NUM; i++) { this.fusuma_objects[i] = Instantiate(this.fusumaPrefab) as GameObject; this.fusuma_objects[i].transform.parent = this.gameObject.transform; this.fusuma_objects[i].transform.localPosition = new Vector3(SHUTTER_POSITION_OPEN_X, 0.0f, SHUTTER_POSITION_Z); } // this.closing_pattern_type = CLOSING_PATTERN_TYPE.NORMAL; }