public GameObject instantiateSkillEffect(Transform argsParentTransform, skillTargetInfo argsSkillTgt) { // スキルエフェクトのクローンを作成し // 呼び出し元を親に設定 // 以降は charaSkill_FreezeManager が、自分で時間とステータスを管理する //この関数は、クローンを作るだけ GameObject retGO = null; int tmpIndex = (int)argsSkillTgt.charaNo; switch (argsSkillTgt.charaNo) { case enumCharaNum.hiragi_09: case enumCharaNum.sion_08: case enumCharaNum.mokuren_06: case enumCharaNum.akane_04: case enumCharaNum.syusuran_02: //指向性があるスキル retGO = Instantiate(_charaSkillEffects[tmpIndex]) as GameObject; //親に設定(必須) retGO.transform.parent = argsParentTransform; retGO.transform.localPosition = Vector3.zero; retGO.transform.localRotation = Quaternion.AngleAxis(argsSkillTgt.zAngle, Vector3.forward); break; default: //自分中心スキル retGO = Instantiate(_charaSkillEffects[tmpIndex]) as GameObject; //親に設定(必須) retGO.transform.parent = argsParentTransform; retGO.transform.localPosition = Vector3.zero; break; } return(retGO); }
// Use this for initialization void Start() { thisTrgt = new skillTargetInfo(); thisTrgt.worldPosision = new Vector3(0, 0, 0); thisTrgt.zAngle = 0f; parentMenu = this.transform.parent.GetComponent <charaMenu_parent>(); parentChara = parentMenu.getAllCharaScript(); thisTrgt.charaNo = parentChara.thisChara.charaNo; Vector3 tmpV_zero = new Vector3(0, 0, 0); switch (parentChara.thisChara.charaNo) { case enumCharaNum.syusuran_02: case enumCharaNum.akane_04: case enumCharaNum.mokuren_06: case enumCharaNum.sion_08: case enumCharaNum.hiragi_09: thisSkilltgt = Instantiate(_SkillTarget_Arrow) as GameObject; thisSkilltgt.transform.parent = this.transform; thisSkilltgt.transform.localPosition = tmpV_zero; thisTrgt.zAngle = thisSkilltgt.transform.localRotation.z; break; default: thisSkilltgt = Instantiate(_SkillTarget_Circle) as GameObject; thisSkilltgt.transform.parent = this.transform; thisSkilltgt.transform.localPosition = tmpV_zero; break; } }
public void setSkillTatgetInfo(skillTargetInfo argsSkillTgtInfo) { this.thisSkillTatgetInfo = argsSkillTgtInfo; }