public static EffectEntity create(EffectType type) { EffectEntity entity = createEntity(type); entity.game_object = createGameObject(entity); entity.game_object.SetActive(false); return(entity); }
public static EffectEntity createEntity(EffectType type) { if (!base_resources.ContainsKey(type)) { throw new KeyNotFoundException(); } EffectEntity entity = base_resources[type].clone(); entity.id = effect_id; effect_id += 1; return(entity); }
public static void init(List <GameObject> effectPrefabs) { effect_prefabs = effectPrefabs; var damage_label = new EffectEntity { name = "ダメージラベル", type = EffectType.DamageLabel, //prefab_path = "Effect/DamageLabel", prefab_id = 0, }; base_resources = new Dictionary <EffectType, EffectEntity> { { EffectType.DamageLabel, damage_label }, }; }
public static GameObject createGameObject(EffectEntity entity) { var go = effect_prefabs[entity.prefab_id]; return(Object.Instantiate(go)); /* * if (!((new File()).resourceExist(entity.prefab_path + ".prefab")) && * !((new File()).resourceExist(entity.prefab_path + ".fbx"))) { * throw new System.Exception("EnemyFactory::createGameObject(): EnemyEntity.prefab_path file not found."); * } * * GameObject go = Object.Instantiate(Resources.Load(entity.prefab_path, typeof(GameObject))) as GameObject; * return go; */ }