Beispiel #1
0
    //----------------------------------------------------------------------
    // 初期化
    //----------------------------------------------------------------------
    // @Param   none
    // @Return	bool    成功か失敗
    // @Date	2014/10/24  @Update 2014/10/24  @Author T.Kawashita
    //----------------------------------------------------------------------
    protected bool Init()
    {
        m_pos             = new Vector3(0.0f, 0.0f, 0.0f);
        m_speed           = new Vector3(0.0f, 0.0f, 0.0f);
        m_angle           = new Vector3(0.0f, 0.0f, 0.0f);
        m_status          = CPlayerManager.ePLAYER_STATUS.eWAIT;
        m_oldStatus       = CPlayerManager.ePLAYER_STATUS.eNONE;
        m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER;

        m_human      = new CHuman();
        m_playerData = new CPlayerData();
        m_action     = new CPlayerAction();

        m_chargeFrame = 0;
        m_isRtPress   = false;
        m_isLtPress   = false;
        m_isBall      = false;
        m_isGetBall   = false;
        m_isOverRimit = false;
        m_isSE        = false;

        m_gauge    = this.transform.GetComponent <CPlayerGauge>();
        m_playerSE = this.transform.GetComponent <CPlayerSE>();

        return(true);
    }
Beispiel #2
0
    //----------------------------------------------------------------------
    // ゴールした後のリスタート
    //----------------------------------------------------------------------
    // @Param	none
    // @Return	none
    // @Date	2014/11/25  @Update 2014/11/25  @Author T.Kawashita
    //----------------------------------------------------------------------
    protected virtual bool Restart()
    {
        // 位置と回転をセットしなおす
        m_pos = new Vector3(m_playerData.m_xPos, m_playerData.m_yPos, m_playerData.m_zPos);
        this.transform.localPosition = m_pos;
        m_angle = new Vector3(0.0f, 0.0f, 0.0f);
        this.transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f);

        // 状態を変更
        this.m_status          = CPlayerManager.ePLAYER_STATUS.eCOUNTDOWN;
        this.m_oldStatus       = CPlayerManager.ePLAYER_STATUS.eNONE;
        this.m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER;

        // アニメーションを元に戻す
        this.m_speed = new Vector3(0.0f, 0.0f, 0.0f);

        // ボールの取れる範囲をセット
        this.GetComponent <SphereCollider>().radius = m_human.m_holdRangeRadius;
        this.transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().OverRimitOff();

        // その他変数初期化
        m_chargeFrame = 0;
        m_isBall      = false;
        m_isLtPress   = false;
        m_isRtPress   = false;
        m_isOverRimit = false;
        m_isSE        = false;

        return(true);
    }
Beispiel #3
0
    //----------------------------------------------------------------------
    // コンストラクタ
    //----------------------------------------------------------------------
    // @Param   none
    // @Return	none
    // @Date	2014/10/14  @Update 2014/10/14  @Author T.Kawashita
    //----------------------------------------------------------------------
    void Start()
    {
        m_pos             = new Vector3();
        m_speed           = new Vector3();
        m_angle           = new Vector3();
        m_status          = CPlayerManager.ePLAYER_STATUS.eNONE;
        m_oldStatus       = CPlayerManager.ePLAYER_STATUS.eNONE;
        m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER;

        m_human      = new CHuman();
        m_playerData = new CPlayerData();
        m_action     = new CPlayerAction();

        m_chargeFrame = 0;
        m_isRtPress   = false;
        m_isLtPress   = false;
        m_isBall      = false;
        m_isGetBall   = false;
        m_isOverRimit = false;
        m_isSE        = false;
    }