public static ProdSupportShelling Instantiate(ProdSupportShelling prefab, ShienModel_Hou model, Transform parent) { ProdSupportShelling prodSupportShelling = UnityEngine.Object.Instantiate(prefab); prodSupportShelling.transform.parent = parent; prodSupportShelling.transform.localPosition = Vector3.zero; prodSupportShelling.transform.localScale = Vector3.one; prodSupportShelling._clsShelling = model; prodSupportShelling._init(); return(prodSupportShelling); }
public static ProdSupportShelling Instantiate(ProdSupportShelling prefab, ShienModel_Hou model, Transform parent) { ProdSupportShelling prodSupportShelling = Object.Instantiate <ProdSupportShelling>(prefab); prodSupportShelling.get_transform().set_parent(parent); prodSupportShelling.get_transform().set_localPosition(Vector3.get_zero()); prodSupportShelling.get_transform().set_localScale(Vector3.get_one()); prodSupportShelling._clsShelling = model; prodSupportShelling._init(); return(prodSupportShelling); }
private void _onSupportFleetAdmissionFinished() { if (_clsShien is ShienModel_Rai) { _clsTorpedo = (ShienModel_Rai)_clsShien; TorpedoParticle = ParticleFile.Load <PSTorpedoWake>(ParticleFileInfos.BattlePSTorpedowakeD); _clsState.AddState(_initSupportTorpedoPhase1, _updateSupportTorpedoPhase1); } else if (_clsShien is ShienModel_Hou) { _clsShelling = (ShienModel_Hou)_clsShien; _clsState.AddState(_initSupportShelling, _updateSupportShelling); } else if (_clsShien is ShienModel_Air) { _clsAerial = (ShienModel_Air)_clsShien; _clsState.AddState(_initSupportAerialPhase1, _updateSupportAerialPhase1); } }