Cyber/Assets/Scripts/Util/PrefabDB.cs
2017-05-21 21:34:44 +03:00

44 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Cyber.Util {
/// <summary>
/// Prefab database, contains all the prefabs that might be needed at
/// runtime. Intended to be called through the static functions.
/// </summary>
public class PrefabDB : MonoBehaviour {
private static PrefabDB Singleton;
/// <summary>
/// The prefabs that can be used at runtime.
/// </summary>
public GameObject[] Prefabs;
/// <summary>
/// Sets the Singleton.
/// </summary>
public PrefabDB() {
Singleton = this;
}
/// <summary>
/// Creates a new prefab with the given position, rotation and parent.
/// </summary>
/// <returns>The prefab.</returns>
/// <param name="index">Index.</param>
/// <param name="pos">The position (local, if parent is not null).</param>
/// <param name="rot">The rotation (local, if parent is not null).</param>
/// <param name="parent">The parent transform.</param>
public static GameObject Create(int index, Transform parent,
Vector3 pos = new Vector3(), Quaternion rot = new Quaternion()) {
GameObject Result = Instantiate(Singleton.Prefabs[index], pos, rot, parent);
if (parent != null) {
Result.transform.localPosition = pos;
Result.transform.localRotation = rot;
}
return Result;
}
}
}