Пример #1
0
    // Start is called before the first frame update
    void Start()
    {
        ++Ctree.total_tree_count;

        // ------------------------------- Tree
        //boxObject = (GameObject)Resources.Load("Prefabs/TreeGroup"); // 시작 시 기본 생성 나무
        //obj_box = Instantiate(boxObject); // , transform
        //obj_box.transform.Translate(0, 0, 0);
        //obj_list.Add(obj); // List Start 원소 추가

        //Ctree.cb_vec_tree = obj_box.transform.position;
        //Ctree.gText = Ctree.cb_vec_tree.ToString();
        //Debug.Log(Ctree.cb_vec_tree);

        // ------------------------------- Cylinder

        /*
         * testObject = (GameObject)Resources.Load("Prefabs/Cylinder 1");
         * test_box = Instantiate(testObject); // , transform
         * test_box.transform.Translate(-30, 0, -20);
         * test_box_list.Add(test_box);
         *
         * textObject = (GameObject)Resources.Load("Prefabs/CylinderText");
         * text_box = Instantiate(textObject); // , transform
         * text_box.transform.Translate(0, 0, 0);
         * text_box_list.Add(text_box);
         */

        // ------------------------------- CylinderClass
        //custom_cylinder = new CylinderClass((GameObject)Resources.Load("Prefabs/Cylinder 1"), (GameObject)Resources.Load("Prefabs/CylinderText"), (GameObject)Resources.Load("Prefabs/TreeGroup"));
        custom_cylinder = new CylinderClass((GameObject)Resources.Load("Prefabs/TreeGroup"));
        cylinder_list.Add(custom_cylinder);

        //Debug.Log(CylinderClass.cylinder_name);
    }
Пример #2
0
    void OnMouseDown()
    {
        ++Ctree.total_tree_count;
        // ------------------------------- Tree
        //boxObject = (GameObject)Resources.Load("Prefabs/TreeGroup");
        //obj_box = Instantiate(boxObject);
        //obj_box.transform.Translate((Ctree.total_tree_count - 1) * 10, 0, 0);
        //obj_list.Add(obj); // List Update 원소 추가

        //Ctree.cb_vec_tree = obj.transform.position;
        //Ctree.gText = Ctree.cb_vec_tree.ToString();

        // ------------------------------- Cylinder

        /*
         * testObject = (GameObject)Resources.Load("Prefabs/Cylinder 1");
         * test_box = Instantiate(testObject); // , transform
         * test_box.transform.Translate((Ctree.total_tree_count - 1) * 10 - 30, 0, -20);
         * test_box_list.Add(test_box);
         *
         * textObject = (GameObject)Resources.Load("Prefabs/CylinderText");
         * text_box = Instantiate(textObject); // , transform
         * text_box.transform.Translate(0, 0, (Ctree.total_tree_count - 1) * 10);
         * text_box_list.Add(text_box);
         *
         * Debug.Log(text_box_list.Count);
         */

        // ------------------------------- Cylinder Class
        try
        {
            if ((Ctree.total_tree_count <= 50) == false)
            {
                throw new Exception("Out of Range error....");
            }
            else
            {
                custom_cylinder = new CylinderClass((GameObject)Resources.Load("Prefabs/TreeGroup"));
                cylinder_list.Add(custom_cylinder);
            }
        }
        catch (Exception e)
        {
            Debug.LogError(e);
        }

        Debug.Log(CylinderClass.cylinder_name);
    }