float GetLineXPos(E_SPAWNLINE line) { switch (line) { case E_SPAWNLINE.LEFT: return(0.7f); case E_SPAWNLINE.CENTER: return(3.8f); case E_SPAWNLINE.RIGHT: return(6.9f); default: return(-1); } }
public void BossPatternObjGen(E_BOSSPATTERN pattern, float disFromPlayer, E_SPAWNLINE line) { if ((false == (pattern == E_BOSSPATTERN.BREATH || pattern == E_BOSSPATTERN.METEOR))) { return; } pos.x = GetLineXPos(line); pos.y = 0f; pos.z = disFromPlayer; GameObject obj; switch (pattern) { case E_BOSSPATTERN.BREATH: //브레스 프리팹 풀링해오기. obj = MapAndObjPool.GetInstance().GetBossObsBreathInPool(); if (obj == null) { return; } obj.transform.SetPositionAndRotation(pos, Quaternion.Euler(0, 180, 0)); obj.SetActive(true); bossAttackObj.Add(obj); break; case E_BOSSPATTERN.METEOR: //메테오 프리팹 풀링해오기 obj = MapAndObjPool.GetInstance().GetBossObsMeteorInPool(); if (obj == null) { return; } obj.transform.SetPositionAndRotation(pos, Quaternion.Euler(0, 180, 0)); obj.SetActive(true); bossAttackObj.Add(obj); break; } }