public void Generate(Transform initial, CRIType type, Transform [] ways = null, Vector3 [] waysVector3 = null, int _quantity = 1) { for (int i = 0; i < _quantity; i++) { switch (type) { case CRIType.ExplodeCRI: { GameObject explodeCRIObject = UtilFunction.ResourceLoad(EXPLODE_CRI_PATH) as GameObject; explodeCRIObject.transform.position = initial.position; explodeCRIObject.transform.rotation = initial.rotation; ExplodeCRINew ExplodeCRIScript = explodeCRIObject.GetComponent <ExplodeCRINew> (); ExplodeCRIScript.Load(initial, ways); _survivalExplodeCRI.Add(ExplodeCRIScript); } break; case CRIType.ShootintModelCRI: { //GameObject shootintModelCRIObject = UtilFunction.ResourceLoad (SHOOTINGMODEL_CRI_PATH) as GameObject; //ShootingModeCRI shootintModelCRIScript = shootintModelCRIObject.GetComponent<ShootingModeCRI> (); //shootintModelCRIScript.Init (waysVector3); //shootintModelCRIObject.transform.position = initial.position; //shootintModelCRIObject.transform.rotation = initial.rotation; //_survivalShootingModeCRI.Add (shootintModelCRIScript); } break; default: break; } } }
public void Generate(Transform initial, Transform[] ways = null, int _quantity = 1) { for (int i = 0; i < _quantity; i++) { GameObject explodeCRIObject = Instantiate(CRIYuZhiTi); explodeCRIObject.transform.position = initial.position; explodeCRIObject.transform.rotation = initial.rotation; ExplodeCRINew ExplodeCRIScript = explodeCRIObject.GetComponent <ExplodeCRINew>(); ExplodeCRIScript.Load(Level_10_Manager.Instance.playerGO.transform, ways); CRIS.Add(ExplodeCRIScript); } }