public PlaceObject ( GameObject prefab, Vector3 pos, int x, int z, float spacing ) : void | ||
prefab | GameObject | |
pos | Vector3 | |
x | int | |
z | int | |
spacing | float | |
Результат | void |
public override void LeftMouseUpReceived(Vector2 position) { if (state == States.Normal) { objectPlacer.PlaceObject(position); } }
void Start() { levelGenerator = new SimpleGenerator(floorTiles, wallTiles, numberOfTiles); map = levelGenerator.Generate(); objectPlacer = new SimpleObjectPlacer(levelGenerator.GetTiles()); objectPlacer.PlacePlayer(player); enemies = objectPlacer.PlaceEnemies(enemiesPrefabs, 1); objectPlacer.PlaceObject(medKitPrefab); objectPlacer.PlaceObject(bodyArmourPrefab); objectPlacer.PlaceObject(ammoBoxPrefab); List <Tile> path = getPath(enemies[0]); if (path.Count > 1) { path.Reverse(); enemies[0].GetComponent <Enemy>().SetPath(path); } }
void PlaceObject(Vector3 position) { if (useCommandWorkflow) { ICommand newCommand = new PlaceObjectCommand(position); //METODO EXPERIMENTAL, NO SE USA POR DEFECTO CommandInvoker.AddCommand(newCommand); } else { ObjectPlacer.PlaceObject(position, objectSelected); //METODO COMUN PARA COLOCAR OBJETOS USADO POR DEFECTO } }
public void Execute() { ObjectPlacer.PlaceObject(position, _gameObject); }
private void OnMouseDown() { StartCoroutine(m_objectPlacer.PlaceObject(m_item.m_prefab)); }
public void Execute() { _instancedCube = ObjectPlacer.PlaceObject(_position, _color, _prefab); }