Пример #1
0
 // Update is called once per frame
 private void Update()
 {
     // If the mouse is clicked
     if (Input.GetMouseButtonUp(0))
     {
         // Spawn the prefab at the spawner position
         HierarchicalPrefabUtility.Instantiate(prefabToSpawn, transform.position, transform.rotation);
     }
 }
Пример #2
0
    void Awake()
    {
        GameObject temp = (GameObject)HierarchicalPrefabUtility.Instantiate(preShadow);

        sRenderer = temp.GetComponent <SpriteRenderer> ();

        tCommon = GetComponent <TwoCommon> ();

        tFlip      = GetComponent <TwoFlip> ();
        tFlipOther = preShadow.GetComponent <TwoFlip> ();
    }
Пример #3
0
    public PlatRoom MoveRoom(GameObject newRoom)
    {
        if (newRoom == null)
        {
            return(null);
        }

        GameObject room = (GameObject)HierarchicalPrefabUtility.Instantiate(newRoom);

        room.transform.parent = this.transform.parent;

        return(room.GetComponent <PlatRoom>());
    }
Пример #4
0
        public Transform SpawnObject(Transform prefab)
        {
            Transform objectToRelease = null;

            if (m_myPool.ContainsKey(prefab.name))
            {
                m_tempObjectList.Clear();
                m_tempObjectList = new List <Transform>(m_myPool[prefab.name]);
                for (int i = 0; i < m_tempObjectList.Count; i++)
                {
                    if (m_tempObjectList[i].gameObject.activeInHierarchy == false)
                    {
                        objectToRelease = m_tempObjectList[i];
                    }
                }
                if (objectToRelease == null)
                {
                    objectToRelease = (HierarchicalPrefabUtility.Instantiate(prefab.gameObject, transform.position, Quaternion.identity)).transform;
                    //objectToRelease = (Transform)Instantiate(prefab);
                    objectToRelease.name = prefab.name;
                    m_myPool[prefab.name].Add(objectToRelease);
                }
            }
            else
            {
                m_tempObjectList.Clear();
                //objectToRelease = (Transform)Instantiate(prefab);
                objectToRelease = (HierarchicalPrefabUtility.Instantiate(prefab.gameObject, transform.position, Quaternion.identity)).transform;

                objectToRelease.name = prefab.name;
                m_tempObjectList.Add(objectToRelease);
                m_myPool[prefab.name] = new List <Transform>(m_tempObjectList);
            }
            objectToRelease.parent = null;
            return(objectToRelease);
        }