//load our character
	public void loadChar()
	{
		if(File.Exists(Application.persistentDataPath + "/nocomply.heart")) {
			BinaryFormatter bf = new BinaryFormatter();
			FileStream file = File.Open(Application.persistentDataPath + "/nocomply.heart", FileMode.Open);
			player = (PlayerChar)bf.Deserialize(file);
			file.Close();
		}
	}
    public void UseItem_menu(ItemData item, PlayerChar target)
    {
        var strtegy = CommandStrategy.GetStrategy(item);
        var friends = _playerDisplayers.Select(x => (BattleChar)x._mycharData).ToList();
        var user    = new PlayerChar(SaveDataController.Instance.GetDB_var <PlayerDB, SavedDBData_player>()[0]);

        strtegy.TurnAction(user, target, item, friends: friends);
        target.SyncData_This2Data();
        SaveDataController.Instance.SetData <PlayerDB, SavedDBData_player>(target._PlayerData);
    }
 public void GetCommandFromPlayer(string PName, string Command)              //JEROME HERE ! Give me a player names and the command he sends ;-)
 {
     foreach (GameObject PlayerChar in m_listPlayer)
     {
         if (PlayerChar.GetComponent <PlayerCharacter>().PlayerName == PName)
         {
             PlayerChar.GetComponent <PlayerCharacter>().Move(Command);
         }
     }
 }
 //load our character
 public void loadChar()
 {
     if (File.Exists(Application.persistentDataPath + "/nocomply.heart"))
     {
         BinaryFormatter bf   = new BinaryFormatter();
         FileStream      file = File.Open(Application.persistentDataPath + "/nocomply.heart", FileMode.Open);
         player = (PlayerChar)bf.Deserialize(file);
         file.Close();
     }
 }
 private void MonsterAttacks(int obj)
 {
     if (this.tag != "Fokussed")
     {
         return;
     }
     PlayerChar.Verteidigen(obj);
     newLine("Enemy is attacking", false);
     newLine(PlayerChar._name + "'s HP: " + PlayerChar._hp + "/" + PlayerChar._maxhp, false);
     newLine("", true); // true cause we need that " < " icon. User can type in these lines
     StartCoroutine(GoToEnd());
 }
Beispiel #6
0
    // this is called when the object collides with another
    // need to check is trigger in collider on fireball for this to work
    // also need a rigid body component
    void OnTriggerEnter(Collider other)
    {
        PlayerChar player = other.GetComponent <PlayerChar>();

        // check if the object is the player
        if (player != null)
        {
            player.Hurt(damage);
        }
        // destory the fireball
        Destroy(this.gameObject);
    }
Beispiel #7
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
     DontDestroyOnLoad(instance);
 }
Beispiel #8
0
    void Start()
    {
        m_PlayerChar = GetComponent<PlayerChar>();
        m_Loaded = true;
        m_IsLoading = false;
        m_CrossbowShotEvent = FMODUnity.RuntimeManager.CreateInstance(m_CrossbowShotAudio);
        m_CrossbowShotEvent.start();
        m_CrossbowShotEvent.getCue("KeyOff", out m_CrossbowCue);
        m_CrossbowShotEvent.getParameter("Reload", out m_CrossbowReload);

        ReadyRotation = Crossbow.transform.localRotation;
        ReloadRotation = ReadyRotation * Quaternion.AngleAxis(-20f, Vector3.right);
    }
Beispiel #9
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 /// <summary>
 /// プロパティを設定する
 /// </summary>
 /// <param name="attack">攻撃力</param>
 /// <param name="damageRate">ダメージの振れ幅</param>
 /// <param name="kind">攻撃の種類</param>
 /// <param name="parentPlayer">攻撃を出した親オブジェクト</param>
 public void SetProperties(int attack, float damageRate, AttackKind kind, PlayerChar parentPlayer, int sp = 0)
 {
     // 攻撃力を設定する
     this.attack = attack;
     // 攻撃力の振れ幅を設定する
     this.damageRate = damageRate;
     // 攻撃の種類を設定する
     this.attackKind = kind;
     // 攻撃の親オブジェクトを設定する
     this.parentPlayer = parentPlayer;
     // 加算されるSPの値を入れる
     this.sp = sp;
 }
Beispiel #10
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        public static Bed FirstFriendlyBedAtPos(Vector2i tilePos, PlayerChar pChar)
        {
            foreach (Unit u in pChar.TheMap.GetUnits(tilePos))
            {
                if (u.MyType == Unit.Types.Bed &&
                    (u.MyGroupID == pChar.MyGroupID || u.MyGroup.IsAllyTo(pChar.MyGroup)))
                {
                    return((Bed)u);
                }
            }

            return(null);
        }
        public JobQualifications(PlayerChar owner, JobQualifications copyFrom)
            : this(owner)
        {
            MoveToPos_MaxDist.Value = copyFrom.MoveToPos_MaxDist;

            AcceptJob_Mining.Value = copyFrom.AcceptJob_Mining;
            AcceptJob_Build.Value  = copyFrom.AcceptJob_Build;

            SleepWhen_EnergyBelow.Value = copyFrom.SleepWhen_EnergyBelow;
            SleepWhen_HealthBelow.Value = copyFrom.SleepWhen_HealthBelow;

            GrowingUpIsEmergency.Value = copyFrom.GrowingUpIsEmergency;

            AvoidEnemiesWhenPathing.Value = copyFrom.AvoidEnemiesWhenPathing;
        }
Beispiel #12
0
    //check and return the object type hit by the raycast
    void ObjectCheck(GameObject objectHitByRayCast)
    {
        //check if object clicked is a tile
        //if (objectHitByRayCast.CompareTag("Tile"))
        //{
        //    MoveCharacter(objectHitByRayCast);
        //}

        //check if the object clicked is a player's character
        if (objectHitByRayCast.CompareTag("PlayerCharacter"))
        {
            myPlayerCharSelected = objectHitByRayCast;
            PlayerCharacterSelected(objectHitByRayCast);
        }
    }
Beispiel #13
0
    void OnTriggerEnter2D(Collider2D hitInfo)
    {
        Debug.Log(hitInfo.name);
        PlayerChar player = hitInfo.GetComponent <PlayerChar>();

        if (player == null)
        {
            if (hitInfo.name == "Enemy(Clone)")
            {
                Debug.Log("Hit!");
                spawner.onKill();
            }
            Instantiate(impactEffect, transform.position, transform.rotation);
            Destroy(gameObject);
        }
    }
Beispiel #14
0
    public void Use()
    {
        switch (_mytype)
        {
        case PotionType.SmallHeal:
            PlayerChar.Heal(15);
            break;

        case PotionType.Heal:
            PlayerChar.Heal(25);
            break;

        case PotionType.BigHeal:
            PlayerChar.Heal(50);
            break;
        }
    }
Beispiel #15
0
 public override void Interact()
 {
     if (isInteractable)
     {
         if (isLocked)
         {
             if (PlayerChar.GetComponent <PlayerControl>().HasItem(requiredItem.name))
             {
                 gameObject.SetActive(false);
             }
         }
         else
         {
             gameObject.SetActive(false);
         }
     }
 }
Beispiel #16
0
 /// <summary>
 /// プレイヤーを全回復させる関数
 /// </summary>
 /// <param name="player">回復させる対象</param>
 private void Venediction(GameObject player)
 {
     if (player)
     {
         // プレイヤーの情報をゲットする
         PlayerChar playerChar = player.GetComponent <PlayerChar>();
         // プレイヤーが取得できれば
         if (playerChar)
         {
             // 他の誰かのHPを回復させる
             gameObject.GetPhotonView().RPC("Recover", player.GetPhotonView().owner, playerChar.GetPlayerData().MaxHP);
             // 処理が完了したので抜ける
             return;
         }
     }
     // 自分のHPを回復させる
     Recover(playerData.MaxHP);
 }
Beispiel #17
0
    private string[] aptGetMethode(string _option, string[] _eingabe)
    {
        switch (_option)
        {
        case "update":
            BefehleErkennen("cd", new string[] { ".." });
            BefehleErkennen("cd", new string[] { ".." });
            _eingabe[0]  = PlayerChar.LevelUp() + "\n";
            _eingabe[0] += _currentDirectory.GetComponent <LevelUpSzene>().LevelUp();
            break;

        default:
            _eingabe[0] = "";
            break;
        }

        return(_eingabe);
    }
    // Use this for initialization
    void Start()
    {
        characters = new GameObject[4];

        for (int i = 0; i < 4; i++)
        {
            characters[i] = Instantiate(characterPrefab) as GameObject;
            characters[i].transform.parent = this.transform;
            Vector3 pos = new Vector3();
            switch (i)
            {
            case (int)PlayerChar.X:
                pos = new Vector3(0, 0, -distanceFromCenter);
                break;

            case (int)PlayerChar.B:
                pos = new Vector3(0, 0, distanceFromCenter);
                break;

            case (int)PlayerChar.A:
                pos = new Vector3(distanceFromCenter, 0, 0);
                break;

            case (int)PlayerChar.Y:
                pos = new Vector3(-distanceFromCenter, 0, 0);
                break;
            }
            characters[i].transform.localPosition = pos;
        }

        characters[(int)PlayerChar.Y].renderer.sharedMaterial =
            GameManager.Instance.colors[(int)PlayerChar.Y];
        characters[(int)PlayerChar.B].renderer.sharedMaterial =
            GameManager.Instance.colors[(int)PlayerChar.B];
        characters[(int)PlayerChar.A].renderer.sharedMaterial =
            GameManager.Instance.colors[(int)PlayerChar.A];
        characters[(int)PlayerChar.X].renderer.sharedMaterial =
            GameManager.Instance.colors[(int)PlayerChar.X];

        currentCharacter = PlayerChar.B;
        goConfig         = new GoTweenConfig();

        StartCoroutine(CheckInput());
    }
Beispiel #19
0
    public void ReciveJob(int job, PhotonMessageInfo info)
    {
        PlayerChar playerChar = null;

        // ジョブの番号によって処理を分ける
        switch (job)
        {
        case 0:
            // アーチャーのコンポ―ネントを入れる
            playerChar = gameObject.AddComponent <Archer>();
            // アーチャーのアニメーションを設定する
            anim.runtimeAnimatorController = archerAnimationController;
            break;

        case 1:
            // ウォーリアのコンポ―ネントを入れる
            playerChar = gameObject.AddComponent <Warrior>();
            // ウォーリアのアニメーションを設定する
            anim.runtimeAnimatorController = warriorAnimationController;
            break;

        case 2:
            // ソーサラーのコンポーネントを入れる
            playerChar = gameObject.AddComponent <Sorcerer>();
            // ソーサラーのアニメーションを設定する
            anim.runtimeAnimatorController = sorcererAnimationController;
            break;

        case 3:
            // モンクのコンポーネントを入れる
            playerChar = gameObject.AddComponent <Monk>();
            // モンクのアニメーションを設定する
            anim.runtimeAnimatorController = monkAnimationController;
            break;
        }
        // 同期対象に追加する
        photonView.ObservedComponents.Add(playerChar);
        // レイヤーの0番を同期に設定する
        animView.SetLayerSynchronized(0, PhotonAnimatorView.SynchronizeType.Discrete);
        // 同期設定を行う
        animView.SetParameterSynchronized("RunFlag", PhotonAnimatorView.ParameterType.Bool, PhotonAnimatorView.SynchronizeType.Discrete);
        playerChar.GetPlayerData().job = job;
    }
        //TODO: Stat for how to respond to enemies (attack if within distance, run if within distance, ignore), plus Stat<bool> for whether enemies are considered an emergency.


        public JobQualifications(PlayerChar owner)
        {
            UnityEngine.Assertions.Assert.IsTrue(owner != null);
            Owner = owner;

            MoveToPos_MaxDist = new Stat <int, JobQualifications>(this, int.MaxValue);

            AcceptJob_Mining = new Stat <bool, JobQualifications>(this, true);
            AcceptJob_Build  = new Stat <bool, JobQualifications>(this, true);

            SleepWhen_EnergyBelow =
                new Stat <float, JobQualifications>(this, Consts.DefaultSeekBedEnergy);
            SleepWhen_HealthBelow =
                new Stat <float, JobQualifications>(this, Consts.DefaultSeekBedHealth);

            GrowingUpIsEmergency = new Stat <bool, JobQualifications>(this, false);

            AvoidEnemiesWhenPathing = new Stat <bool, JobQualifications>(this, true);
        }
Beispiel #21
0
 //defines what happens when an object collides with a given spell
 public void OnCollisionEnter(Collision c)
 {
     Debug.Log("Anything!!??!!" + c.gameObject.name);
     if (c.gameObject.tag.Equals("Player"))
     {
         Debug.Log("Collision!!");
         PlayerChar pc = c.gameObject.GetComponent("PlayerChar") as PlayerChar;          //issues grabbing the playerchar from the gameobject
         pc.takeDamage(this.getDmg(), this);
     }
     else if (c.gameObject.tag == "Spell")                      //same as above
     {
         Spell s = c.gameObject.GetComponent("Spell") as Spell; //issues grabbing the playerchar from the gameobject
         s.versus(this);
     }
     else if (c.gameObject.tag == "SideWall")
     {
         kill();
     }
 }
    IEnumerator EndRotation(PlayerChar newChar)
    {
        if (canShoot)
        {
            canShoot         = false;
            canRotate        = true;
            currentCharacter = newChar;
            if (!root.isMoving)
            {
                Bullet tempBullet = Instantiate(bulletPrefab, gunPoint.position,
                                                gunPoint.rotation) as Bullet;
                tempBullet.ColorIndex = (int)currentCharacter;
            }

            yield return(new WaitForSeconds(shootingInterval));

            canShoot = true;
        }
        yield return(null);
    }
Beispiel #23
0
    public void Initialize(PlayScene scene)
    {
        mNoteSystem.Initialize(scene);
        mDoorSystem.Initialize(scene);
        mGameUIPage   = scene.UIPage;
        mPlayerChar   = scene.PlayerCharObj;
        NoteDeleteObj = scene.NoteDeleteObj;
        DDongViewObj  = scene.DDongViewObj;
        mPlayerChar.Initialize();

        InGameEffect_Slow   = scene.InGameEffect_Slow;
        InGameEffect_Double = scene.InGameEffect_Double;
        InGameEffect_Revive = scene.InGameEffect_Revive;

        InGameEffect_Start = scene.InGameEffect_Start;


        // AdManager.Instance.RequestInterstitialAd();
        // AdManager.Instance.RequestRewardBasedVideo();
    }
    public void Initialize(Ability selectedAbility, GameObject weaponHolder) // Initializing script by assigning values to the ability by pulling values f
    {
        attackingChar = gameObject;                                          // Detects object this script is attached to and sets it as the attacker to be passed to the ability itself.

        ability = selectedAbility;                                           // Dictates activated ability, should be referencing a specific script and accessing its values through this..

        // myButtonImage = GetComponent<Image>(); // Component for the ui aspect.
        getAudio = GetComponent <PlayerChar>();

        // abilitySource = getAudio.musicSource; //Starts Audio
        // myButtonImage.sprite = ability.aSprite; // Sprite for the GUI element.
        // darkMask.sprite = ability.aSprite;

        coolDownDuration = ability.aBaseCoolDown;  // Cooldown pulled from ability basecooldown value;

        ability.attacker = attackingChar;

        ability.Initialize(weaponHolder);          // Sets the spawn point of the ability as the object weaponholder.
        AbilityReady();                            // Sets ability as ready.
    }
Beispiel #25
0
    void LevelUpAction(PlayerChar target, int up, List <SkillDBData> addSkillList)
    {
        if (up <= 0)
        {
            return;
        }

        var plName      = target._displayName;
        var nowlevel    = target._PlayerData._level;
        var beforelevel = nowlevel - up;

        var log = "";

        if (up == 1)
        {
            log += $"{plName}はレベルが{nowlevel}に上がった<{plName}0>!\n";
        }
        else if (up > 1)
        {
            log += $"{plName}はレベルが{beforelevel}から{nowlevel}に上がった<{plName}0>!\n";
        }
        foreach (var skill in addSkillList)
        {
            log += $"{plName}は{skill._Data._skillName}を習得した\n";
        }
        AddDisplayText(log);
        //表示の更新
        var targetDisp = _charParamDisplyer.GetParamDisplayer(target);

        if (targetDisp == null)
        {
            return;
        }
        _battleTextDisplayer.AddTextAction(target._displayName + "0", () => {
            target.SyncData_Data2This();
            targetDisp.SyncDisply();
        });
    }
Beispiel #26
0
 // Update is called once per frame
 void Update()
 {
     // プレイヤーのスクリプトが未割当の場合
     if (!playerChar)
     {
         // プレイヤーを探し出す
         playerChar = StaticMethods.FindGameObjectWithPhotonNetworkIDAndObjectTag(PhotonNetwork.player.ID, "Player").GetComponent <PlayerChar>();
     }
     // スキルの番号が押された時
     if (Input.GetKeyDown(KeyCode.Alpha1 + skillPaletteNumber))
     {
         // スキルのクールタイム発生フラグが立っていなければ
         if (!skillCoolTimeFlag)
         {
             // スキルを使用する
             if (playerChar.UseSkill(skillID, SkillControl.GetSkill(skillID)))
             {
                 // クールタイムの発生
                 SetSkillIcon.GenerationSkillCoolTime(skillID);
                 skillCoolTimeFlag = true;
             }
         }
     }
 }
Beispiel #27
0
    //private float Timer = 2f;
    void Start()
    {
        m_Navigator = GetComponent<NavMeshAgent>();
        m_Player = GameObject.FindGameObjectWithTag("Player");
        m_PlayerInfo = Player.GetComponent<PlayerChar>();
        m_Animations = GetComponent<Animator>();

        m_FootstepState = FMODUnity.RuntimeManager.CreateInstance(m_FootstepEvent);
        m_VoiceAttack = FMODUnity.RuntimeManager.CreateInstance(m_VoiceAttackEvent);
        m_VoiceDeath = FMODUnity.RuntimeManager.CreateInstance(m_VoiceDeathEvent);
        m_VoiceHit = FMODUnity.RuntimeManager.CreateInstance(m_VoiceHitEvent);
        m_VoiceIdle = FMODUnity.RuntimeManager.CreateInstance(m_VoiceIdleEvent);
    }
 // Use this for initialization
 void Start()
 {
     m_PlayerChar = GetComponent<PlayerChar>();
     m_IsFlying = true;
     m_BoltBody = GetComponent<Rigidbody>();
 }
Beispiel #29
0
 /// <summary>
 /// プロパティを設定する
 /// </summary>
 /// <param name="attack">攻撃力</param>
 /// <param name="damageRate">ダメージの振れ幅</param>
 /// <param name="kind">攻撃の種類</param>
 /// <param name="parentPlayer">攻撃を出した親オブジェクト</param>
 public void SetProperties(int attack, float damageRate, AttackKind kind, PlayerChar parentPlayer, int sp = 0)
 {
     // 攻撃力を設定する
     this.attack = attack;
     // 攻撃力の振れ幅を設定する
     this.damageRate = damageRate;
     // 攻撃の種類を設定する
     this.attackKind = kind;
     // 攻撃の親オブジェクトを設定する
     this.parentPlayer = parentPlayer;
     // 加算されるSPの値を入れる
     this.sp = sp;
 }
Beispiel #30
0
 // Use this for initialization
 void Start()
 {
     player = FindObjectOfType <PlayerChar>();
     offset = new Vector3(5, 2.8f, -10);
 }
Beispiel #31
0
 // Use this for initialization
 void Start()
 {
     m_PlayerChar = GetComponent<PlayerChar>();
 }
 // Use this for initialization
 void Start()
 {
     player = FindObjectOfType <PlayerChar>();
 }
Beispiel #33
0
 void Awake()
 {
     Instance = this;
 }
Beispiel #34
0
 // Use this for initialization
 void Start()
 {
     player       = FindObjectOfType <PlayerChar>();
     box2.enabled = false;
 }
Beispiel #35
0
 //call this immediately after creating this object
 public void prepWall(PlayerChar p)
 {
     this.p = p; facingRight = true;
 }
Beispiel #36
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        public Girl(Texture2D sprite, Map map, Game1 game, PlayerChar targetChar)
            : base(sprite, map)
        {
            this.PhysicalContact += FoundMe;
            this.gameref = game;
            this.targetChar = targetChar;

            this.Position = new Vector2(7, 64 + 27);

            this.emotionstate = new EmotionState(new eSpace(-.2, -.2, .4, .3, -.1, .3, 0, 0));
            eSpace.Fear = -.2;
            eSpace.Anger = -.2;
            eSpace.Sadness = .4;
            eSpace.Joy = .3;
            eSpace.Disgust = -.1;
            eSpace.Trust = .3;
            addEmotion(eSpace, 100);

            shader = gameref.Content.Load<Effect>("shaders/cavernShader");

            /*
            DialogState state = new DialogState(0, "Eeek! You found me!");
            state.addResponse("Ok...",1);
            state.addResponse("Go Away Kitty...",2);
            state.addResponse("Meow meow meow mix.. !",2);
            state.addResponse("I found who?", 3);
            state.addResponse("Lets get out of here.", 4);
            state.addResponse("Yes I did", 5);
            this.Dialog.addState(state);
            state = new DialogState(1, "Lets get out of here");
            state.addResponse("Good idea",-1);
            state.addResponse("But I dont wanna!",11);
            this.Dialog.addState(state);
            state = new DialogState(2, "Ummm... who you callin kitty. Freak.");
            state.addResponse("Thats what she said", 6);
            state.addResponse("Sorry, slip of tounge. Moving on...", 7);
            state.addResponse("Well then what are you?", 3);
            state.addResponse("Your ears sure are pointy\n enough for it.", 8);
            this.Dialog.addState(state);
            state = new DialogState(3, "Me. Why are you asking that?");
            state.addResponse("Because I can",8);
            state.addResponse("Your answers suck", 9);
            state.addResponse("Because I'm a dick", 10);
            state.addResponse("*meow*", 2);
            this.Dialog.addState(state);
            state = new DialogState(4, "Good idea. Follow me!");
            state.addResponse("ok!",-1);
            state.addResponse("*me0w*", 2);
            this.Dialog.addState(state);
            state = new DialogState(5, "So what now?");
            state.addResponse("Pie",12);
            state.addResponse("Rawr",13);
            state.addResponse("lets go",4);
            this.Dialog.addState(state);
            state = new DialogState(6, "Your mom");
            state.addResponse("Kitty!",2);
            state.addResponse("Your Dad", 14);
            state.addResponse("Umm... ", 1);
            this.Dialog.addState(state);
            state = new DialogState(7, "So says the freak");
            state.addResponse("Says the one with the cat", 14);
            state.addResponse("Owww", 1);
            this.Dialog.addState(state);
            state = new DialogState(8, "Dick");
            state.addResponse("I am", 10);
            state.addResponse("Change of Subject, lets leave.", 4);
            state.addResponse("You know who else wants one?", 6);
            this.Dialog.addState(state);
            state = new DialogState(9, "Says the one asking these shitty ass questions");
            state.addResponse("Cant help it, Im scripted", 15);
            state.addResponse("Says the one... Kitty!", 2);
            state.addResponse("Ill stop the questions if you\n show me the way out?", 4);
            this.Dialog.addState(state);
            state = new DialogState(10, "Well you sure aint got one!");
            state.addResponse("Burrrn",6);
            state.addResponse("Says the kitty.", 2);
            state.addResponse("New Topic, leave?", 4);
            this.Dialog.addState(state);
            state = new DialogState(11, "Too Bad!");
            state.addResponse("Awwww", 5);
            state.addResponse("Pie", 12);
            this.Dialog.addState(state);
            state = new DialogState(12, "Pie? Where?");
            state.addResponse("Thats what she said", 8);
            state.addResponse("I ate it", 8);
            state.addResponse("The Mad Robot said to eat it.", 7);
            this.Dialog.addState(state);
            state = new DialogState(13, "Ooh! Tigers!");
            state.addResponse("And Kitties!", 2);
            state.addResponse("Another good reasion to put some\n distance between us and\n this cavern.", 4);
            this.Dialog.addState(state);
            state = new DialogState(14,"Your gross");
            state.addResponse("No you are", 7);
            state.addResponse("But I dont wanna be!", 10);
            this.Dialog.addState(state);
            state = new DialogState(15, "Then pick the right answer!");
            state.addResponse("AlphaNumeric!", 8);
            state.addResponse("Lets go...", 2);
            this.Dialog.addState(state);
             */

            emotionstate = new EmotionState();
        }
Beispiel #37
0
 //call this immediately after creating this object
 public void prepSlash(PlayerChar p, GameObject g)
 {
     this.p = p; this.g = g; facingRight = true;
 }
Beispiel #38
0
 /// <summary>
 /// プレイヤーのデータを格納する
 /// </summary>
 /// <param name="playerChar">プレイヤーのデータ</param>
 public void SetPlayerChar(PlayerChar playerChar)
 {
     Debug.Log("SetPlayerChar(" + playerChar.GetPlayerData().name + ")");
     this.playerChar = playerChar;
     Start();
 }