public void ChangeLeader(bool button) { if (button) { status.SortParty(); GameObject nowLeader = GameObject.FindWithTag("Leader"); Vector3 nowPosition = nowLeader.transform.position; Quaternion nowRotation = nowLeader.transform.rotation; Destroy(nowLeader); GameObject player = Instantiate(status.playersData[status.partyMember[0]].modle[0], nowPosition, nowRotation) as GameObject; player.tag = "Leader"; ShinFieldController sfc = player.AddComponent <ShinFieldController> (); sfc.Prepare(0, status.playersData[status.partyMember[0]].status, shinCamera, this.gameObject); } }
public void CreateUnits(int stageNumber, Vector3 pos, int p) { GameObject player = Instantiate(status.playersData[status.partyMember[0]].modle[0], status.stageData[stageNumber].startPosition[p], Quaternion.Euler(status.stageData[stageNumber].startEuler[p])) as GameObject; player.tag = "Leader"; ShinFieldController scon = player.AddComponent <ShinFieldController> (); scon.Prepare(0, status.playersData[status.partyMember[0]].status, shinCamera, this.gameObject); if (status.stageData[stageNumber].symbolNumber.Length < 2) { return; } Instantiate(Resources.Load(status.stageData[stageNumber].battlePath, typeof(GameObject)) as GameObject, status.stageData[stageNumber].battlePosition, Quaternion.identity); for (int i = 0; i < status.stageData[stageNumber].symbolNumber.Length; i++) { int sNumber = status.stageData[stageNumber].symbolNumber[i]; GameObject symbol = Instantiate(status.monstersData[sNumber].modle, status.stageData[stageNumber].symbolPosition[i], Quaternion.Euler(status.stageData[stageNumber].symbolEuler[i])) as GameObject; symbol.tag = "Symbol"; SphereCollider sc = symbol.AddComponent <SphereCollider> (); sc.center = new Vector3(0.0f, 0.5f, 0.0f); sc.isTrigger = true; symbol.AddComponent <SymbolController> ().Prepare(status.monstersData[status.stageData[stageNumber].symbolNumber[i]].status.alphabet, status.stageData[stageNumber].symbolNumber[i]); } }