// TODO :: 전 씬에서 고른 PlayerType 기억하고 그에 맞추어 Player 생성하기 private void PlayerCreate() { var player1Text = Resources.Load <TextAsset>("Data/Archer1").text; var player1Spec = PlayerSpec.CreateFromText(player1Text); _player1 = Player.Factory.Create(player1Spec); _player1.transform.position = CreatePosition(); //var player2Text = Resources.Load<TextAsset>("Data/Archer1").text; //var player2Spec = PlayerSpec.CreateFromText(player2Text); //_player2 = Player.Factory.Create(player2Spec); //_player2.transform.position = new Vector3(1.0f, 0.0f, 0.0f); }
public static Player Create(PlayerType type) { // Get Player Spec Struct var playerSpecText = Resources.Load <TextAsset>("Data/" + type.ToString()).text; var playerSpec = PlayerSpec.CreateFromText(playerSpecText); // Make Player with Spec var prefab = Resources.Load("Prefabs/Player") as GameObject; var instance = Instantiate(prefab).GetComponent <Player>(); if (instance == null) { Debug.LogError("Player Instantiate Failed"); return(null); } instance.Init(playerSpec); return(instance); }
private IEnumerator PlayerCreate() { // 내 캐릭터 생성. var playerSpecText = Resources.Load <TextAsset>("Data/Archer" + (int)_dataContainer._playerType).text; var playerSpec = PlayerSpec.CreateFromText(playerSpecText); _player = Player.Factory.Create(playerSpec); _player.OnDamageOccured += OnCharacterDamaged; // 적 캐릭터 생성. var enemySpecText = Resources.Load <TextAsset>("Data/Archer" + (int)_dataContainer._enemyType).text; var enemySpec = PlayerSpec.CreateFromText(enemySpecText); _enemy = Player.Factory.Create(enemySpec); _enemy.OnDamageOccured += OnCharacterDamaged; _enemy.SetEnemy(); // 이펙트 매니저에서 쓸 수 있도록 등록. _effectManager.SetPlayers(_player.gameObject, _enemy.gameObject); yield break; }
private void PlayerCreate() { // 내 캐릭터 생성. var playerSpecText = Resources.Load <TextAsset>("Data/Archer1").text; var playerSpec = PlayerSpec.CreateFromText(playerSpecText); _player = Player.Factory.Create(playerSpec); _player._isMyTurn = true; // 적 캐릭터 생성. var enemySpecText = Resources.Load <TextAsset>("Data/Archer2").text; var enemySpec = PlayerSpec.CreateFromText(enemySpecText); _enemy = Player.Factory.Create(enemySpec); _enemy.SetEnemy(); var playerPosition = Camera.main.ScreenToWorldPoint(new Vector3(50, 300, 0)); playerPosition.z = 10; _player.transform.position = playerPosition; DataContainer.GetInstance().SetPlayerPosition(_player.transform.position); DataContainer.GetInstance().SetEnemyPosition(_enemy.transform.position); }