view Assets/Application/Scripts/StageManager.cs @ 0:e5ef0342d00b

First commit
author Kazuma
date Mon, 07 Nov 2016 00:39:49 +0900
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children 2dd40b4412e4
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class StageManager : MonoBehaviour {

	// stages["Attribute"]で取れる
	public System.Collections.Generic.List<GameObject> stages = new System.Collections.Generic.List<GameObject>();
	private GameObject baseStage;

	public  System.Collections.Generic.List<Vector3> StageData = new System.Collections.Generic.List<Vector3> ();

	// Use this for initialization
	void Start () {
		Init ();
		SetStage ();
		CreateStages (10);
	}

	void Init () {
		baseStage = new GameObject ();
		baseStage.name = "stage";
		baseStage.transform.position = Vector3.zero;
	}

	void SetStage () {
		object[] objects = Resources.LoadAll ("Prefabs");
		foreach (var obj in objects) {
			GameObject gbj = (GameObject)obj;
			stages.Add(gbj);
		}
	}

	// One.
	public void CreateStage (int num, Vector3 pos) {
		GameObject obj = Instantiate (stages[num]);
		obj.GetComponent<Stage> ().SetPosition (pos);
		obj.transform.SetParent (baseStage.transform);
	}

	// Any.
	public void CreateStages (int count) {
		for (int x = 0; x < count; x++) {
			for (int z = 0; z < count; z++) {
				CreateStage (Random.Range (0, stages.Count), new Vector3 (x, Random.Range(-1, 1), z));
			}
		}
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}