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);
        }
Пример #3
0
 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);
     }
 }