using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; public class FloorManager : S_MonoSingleton { private List mGobFloors; private Renderer mRdrFloor = null; protected override void Initialize() { base.Initialize(); mGobFloors = new List(); for (int i = 0; i < transform.childCount; i++) { mGobFloors.Add(transform.GetChild(i).gameObject); } } public void SetFloor(int pFloorID) { mRdrFloor = null; for (int i = 0; i < mGobFloors.Count; i++) { mGobFloors[i].SetActive(i == pFloorID - 1); if (i == pFloorID - 1) { mRdrFloor = mGobFloors[i].GetComponent(); } } } public void FloorDisappear() { if (mRdrFloor != null) { mRdrFloor.material.DOFloat(1, "_Dissolve", 1f); } } }