public GameObject SpawnNode(float x, float y, type_node_value number, int inNodeIndex, SpawnInfo inSpawnInfo) { GameObject node; Transform tr; NodeComponent nodeComp; switch (number) { case type_node_value.type_node_value_1: node = Instantiate(nodePrefabNumber1, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_2: node = Instantiate(nodePrefabNumber2, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_3: node = Instantiate(nodePrefabNumber3, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_4: node = Instantiate(nodePrefabNumber4, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_5: node = Instantiate(nodePrefabNumber5, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_6: node = Instantiate(nodePrefabNumber6, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_7: node = Instantiate(nodePrefabNumber7, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_8: node = Instantiate(nodePrefabNumber8, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_9: node = Instantiate(nodePrefabNumber9, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); case type_node_value.type_node_value_empty: node = Instantiate(nodePrefabNumberEmpty, new Vector3(x, y, 0.0f), Quaternion.identity); nodes.Add(node); tr = node.GetComponent <Transform>(); tr.position = new Vector3(x, y, 0.0f); // tr.transform.parent = this.transform; nodeComp = node.GetComponent <NodeComponent>(); nodeComp.SetNodeIndex(inNodeIndex); nodeComp.SetLoop(loop); inSpawnInfo.AddNodeIndex(inNodeIndex); return(node); } return(null); }