public BaseActor AddPlayerActor(int p_index, E_Camp p_camp = E_Camp.MyCamp)
        {
            if (!ActorTableData.GetI.ISGetActortableData(p_index))
            {
                Debug.LogErrorFormat("생성 할수 없음  : {0}", p_index);
                return(null);
            }


            BaseActor cloneactor = GameObject.Instantiate <BaseActor>(CloneActorData);

            cloneactor.ActorTableID = p_index;
            cloneactor.InitSettingData(p_index, p_camp);

            cloneactor.gameObject.SetActive(true);

            if (p_camp == E_Camp.MyCamp)
            {
                cloneactor.transform.SetParent(PlayerActorSpawn);
            }
            else if (p_camp == E_Camp.EnemyCamp)
            {
                cloneactor.transform.SetParent(EnemyActorSpawn);
            }
            else
            {
                Debug.LogErrorFormat(" 진영이 없습니다. ");
            }

            cloneactor.transform.localPosition = new Vector3(0f, 0f, 0f);

            return(cloneactor);
        }
Beispiel #2
0
        public void InitSettingData(int p_id, E_Camp p_camp)
        {
            ActorTableID = p_id;
            MyCamp       = p_camp;


            m_ActorData           = ActorTableData.GetI.GetActorTableData(ActorTableID);
            this.gameObject.layer = CalcManager.GetCampTypeTOLayerIndex(this);

            //m_AnimationCallFN.Clear();
            //m_AnimationCallFN.Add(E_AniCallType.Attack01, Attack1);
            //m_AnimationCallFN.Add(E_AniCallType.Attack01, Attack1);
            m_AnimationCallFNArray = new Action <E_AniCallType> [(int)E_AniCallType.Max];
            m_AnimationCallFNArray[(int)E_AniCallType.Attack01] = Attack1;
            m_AnimationCallFNArray[(int)E_AniCallType.Attack02] = Attack1;


            m_LinkAnimator = GetComponentInChildren <Animator>();

            AttackRange.InitCollisionDetating(this, AttackCollistionEnter);
            SerchingRange.InitCollisionDetating(this, SerchingCollsionEnter);

            ActorAniEventCom.SetAnimationCallBackFN(ActorAttackEventCallFN, ActorAttackAniEventCallFN);


            // 공격 정보 얻기
            AttackDataArray.Clear();
            AttackData tempattackdata = AttackTableData.GetI.GetAttackDataID(1000);

            AttackDataArray.Add(tempattackdata);


            SetDataSetting();

            m_ISInit = true;
        }