Created
February 22, 2020 14:02
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地形生成
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/// <summary> | |
/// シーケンス 地形作成 | |
/// </summary> | |
private void SeqCreateTerrain() | |
{ | |
var cWallPrefabs = Resources.Load( "Prefabs/Wall" ) as GameObject; | |
if( cWallPrefabs == null ) | |
{ | |
ConsoleLog.Log( "壁プレハブの生成に失敗" ); | |
return; | |
} | |
int nLength = m_lstFieldData.Count; | |
string strName = cWallPrefabs.name; | |
Vector3 vPos = GlobalDefine.s_vVec3Zero; | |
for( int i = 0;i < nLength;++i ) | |
{ | |
var cFieldData = m_lstFieldData[ i ]; | |
switch( cFieldData.m_eType ) | |
{ | |
case EFIELD_TYPE.eNONE: | |
break; | |
case EFIELD_TYPE.eROOM: | |
break; | |
case EFIELD_TYPE.ePATH: | |
break; | |
case EFIELD_TYPE.eWALL: | |
{ | |
// 壁タイプでない場合は飛ばす | |
if( cFieldData.m_eType != EFIELD_TYPE.eWALL ) | |
{ | |
continue; | |
} | |
var cData = Instantiate( cWallPrefabs,m_cWallTrans ) as GameObject; | |
if( cData == null ) | |
{ | |
return; | |
} | |
var cTrans = cData.transform; | |
// 名前変更 | |
string strPosName = StringUtil.Append( m_lstFieldData[ i ].m_nPosX.ToString(),"_",m_lstFieldData[ i ].m_nPosY.ToString() ); | |
cData.name = StringUtil.Append( strName,strPosName ); | |
vPos.x = cFieldData.m_nPosX; | |
vPos.y = 1; | |
vPos.z = cFieldData.m_nPosY; | |
cTrans.localPosition = vPos; | |
} | |
break; | |
} | |
} | |
// プレイヤー開始地点セットへ遷移 | |
m_cSeqController.ChangeState( (int)ESEQ_TYPE.ePLAYER_START_POS ); | |
} |
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