void MakeCharacterField() { int genCount = Random.Range(4, 10); if (currentFieldList.Count > genCount) { int disCount = currentFieldList.Count - genCount; int currentAllCount = currentFieldList.Count; for (int i = currentAllCount - 1; i >= (currentAllCount - disCount) - 1; --i) { GameObject obj = currentFieldList[i].gameObject; Destroy(obj); currentFieldList.RemoveAt(i); } } else if (currentFieldList.Count < genCount) { int disCount = genCount - currentFieldList.Count; for (int i = 0; i < disCount; ++i) { GameObject field = Instantiate(UIManager.instance.CharacterField); field.name = UIManager.instance.CharacterField.name; UIFriendlyField fieldData = field.GetComponent <UIFriendlyField>(); field.transform.SetParent(contentRect); field.transform.localScale = Vector3.one; field.transform.position = Vector3.one; currentFieldList.Add(fieldData); } } }
public void EmployFrieldyField(UIFriendlyField friendly) { currentFieldyField = friendly; }