public static GameObject Create(PrefabName name, Vector3 pos) { var pool = NameToObjectPool[name]; GameObject temp = null; for (int i = 0; i < pool.Count; i++) { if (!pool[i].activeInHierarchy) { pool[i].SetActive(true); pool[i].transform.localPosition = pos; temp = pool[i]; break; } } if (temp == null) { temp = Object.Instantiate(Prefabs[name]); temp.name = name.ToString(); pool.Add(temp); } return(temp); }
GameObject GameObjectFactory(PrefabName name) { switch (name) { case PrefabName.BULLET: return(Instantiate(Prefabs[0])); case PrefabName.SPECIAL: return(Instantiate(Prefabs[1])); case PrefabName.RAYLINE: return(Instantiate(Prefabs[2])); case PrefabName.BODY_EXPLODE: return(Instantiate(Prefabs[3])); case PrefabName.AIM_POINT_0: return(Instantiate(Prefabs[4])); case PrefabName.ENEMY: return(Instantiate(Prefabs[5])); case PrefabName.SPEED_SHADOW: return(Instantiate(Prefabs[6])); } return(null); }
public override int GetHashCode() { int hash = 1; if (WinName.Length != 0) { hash ^= WinName.GetHashCode(); } if (PrefabName.Length != 0) { hash ^= PrefabName.GetHashCode(); } if (CameraName.Length != 0) { hash ^= CameraName.GetHashCode(); } if (IsRecord != false) { hash ^= IsRecord.GetHashCode(); } if (IsHover != false) { hash ^= IsHover.GetHashCode(); } if (CloseDelete != false) { hash ^= CloseDelete.GetHashCode(); } if (OpenEffect != false) { hash ^= OpenEffect.GetHashCode(); } return(hash); }
public ObstacleTemplate(PrefabName prefabName, float startAngle, BehaviourType behaviourType, Vector3 direction) { PrefabName = prefabName; StartAngle = startAngle; BehaviourType = behaviourType; Direction = direction; }
public static GameObject CreateInstance(PrefabName prefabName) { String path = _prefabTypeToPrefabMapping[prefabName]; GameObject gameObject = (GameObject)GameObject.Instantiate(Resources.Load(path)); gameObject.name = prefabName.ToString(); return(gameObject); }
/* * private void OnAimDeadEvent(AgeCalculator obj) * { * obj.OnDeadEvent -= OnAimDeadEvent; * GameObject aimSender = obj.gameObject; * int groupId = aimSender.GetComponent<AimController>().GroupId; * List<AimController> nowAims = GetAimById(groupId); * if (nowAims != null) * { * nowAims.Remove(aimSender.GetComponent<AimController>()); * Destroy(aimSender); * * if (nowAims.Count == 0) * { * if (Aims.ContainsKey(groupId)) * { * Aims.Remove(groupId); * } * } * } * CheckIsStopAim(); * } * * public void DragAimsByIds(int[] ids, Vector3 pos) * { * foreach( int id in ids) * { * List<AimController> nowAims = GetAimById(id); * if (nowAims != null) * { * foreach (AimController a in nowAims) * { * if (a.Dragable) * { * a.GetComponent<AimController>().SetPosition(pos); * BodyRotateByAimDir(Player, pos); * } * } * } * } * } * * public List<AimController> GetAimById(int id) * { * if(Aims.ContainsKey(id)) * { * return Aims[id]; * } * return null; * } * * public void ClearAimsByIds( int[] ids ) * { * foreach( int id in ids) * { * List<AimController> nowAims = GetAimById(id); * if (nowAims != null) * { * foreach (AimController a in nowAims) * { * a.GetComponent<AgeCalculator>().OnDeadEvent -= OnAimDeadEvent; * Destroy(a.gameObject); * } * nowAims.Clear(); * if (Aims.ContainsKey(id)) Aims.Remove(id); * } * } * CheckIsStopAim(); * } * * void CheckIsStopAim() * { * * List<PlayerController> buffer = new List<PlayerController>(playersAimCount.Keys); * foreach (PlayerController key in buffer) * { * playersAimCount[key] = false; * } * * foreach ( List<AimController> acs in Aims.Values ) * { * foreach( AimController ac in acs) * { * playersAimCount[ac.owner] = true; * } * } * * foreach( PlayerController owner in playersAimCount.Keys) * { * if( !playersAimCount[owner] ) * { * owner.IsAim = false; * owner.UpdateBody(); * } * } * * } */ private void CreateOneBullet(PrefabName bulletName, Vector3 from, Vector3 dir, float force) { GameObject bullet = GameObjectFactory(bulletName); bullet.SetActive(true); bullet.transform.parent = ObjectContainer.transform; bullet.GetComponent <RectTransform>().position = from; bullet.GetComponent <Rigidbody2D>().AddForce(dir * force); bullet.GetComponent <AgeCalculator>().OnDeadEvent += OnBulletDeadEvent; Bullets.Add(bullet); }
public GameObject GetGameObject(PrefabName name) { return(Resources.Load <GameObject>("AllPrefabs/" + name)); }