public void Initialize(Arm arg_arm) { m_depth = -5; m_lineRenderer = GetComponent <LineRenderer>(); m_lineRenderer.material.color = Color.black; m_lineRenderer.startWidth = 0.1f; m_lineRenderer.endWidth = 0.1f; }
/// <summary> /// アームからのコールバック /// アームが腕を縮み終えたときに実行される /// </summary> /// <param name="arg_arm"></param> void IArmCallBackReceiver.OnEndShorten(Arm arg_arm) { m_hand.gameObject.SetActive(false); if (m_hand.GraspingItem) { if (m_hand.GraspingItem.Reaction == Item.GraspedReaction.PULL_TO_ITEM) { AppManager.Instance.m_timeManager.Resume(); return; } } StartCoroutine(AsleepArm()); }
public void UpdateByFrame(Arm arg_arm) { //m_lineRenderer.sortingOrder = m_depth; if (arg_arm.m_currentState.GetType() == typeof(ArmStandByState)) { m_lineRenderer.numPositions = 0; } else { m_lineRenderer.numPositions = 2; m_lineRenderer.SetPosition(0, (Vector3)arg_arm.GetBottomPosition() + (Vector3.forward * -m_depth)); m_lineRenderer.SetPosition(1, (Vector3)arg_arm.GetTopPosition() + (Vector3.forward * -m_depth)); } }
public void Initialize() { m_inputHandle = new InputHandle(); m_currentState = new OnPlayerGroundedState(); m_currentState.OnEnter(this); m_rigidbody = GetComponent <Rigidbody2D>(); m_collider = GetComponent <BoxCollider2D>(); m_viewer = GetComponentInChildren <PlayerViewer>(); m_viewer.Initialize(this); m_arm = GetComponentInChildren <Arm>(); m_arm.SetOwner(this); m_arm.Initialize(); m_hand = FindObjectOfType <Hand>(); m_playableArm = m_arm; m_playableHand = m_hand; m_hand.SetOwner(this); m_hand.Initialize(); }
/// <summary> /// アームからのコールバック /// アームが腕を伸ばし始めときに実行される /// </summary> /// <param name="arg_arm"></param> void IArmCallBackReceiver.OnStartLengthen(Arm arg_arm) { m_hand.gameObject.SetActive(true); }
void IArmCallBackReceiver.OnEndShorten(Arm arg_arm) { //AppManager.Instance.m_timeManager.Resume(); }
//---------------------------------------- // アームからのコールバック //---------------------------------------- #region アームからのコールバック(時間停止用) void IArmCallBackReceiver.OnStartLengthen(Arm arg_arm) { //AppManager.Instance.m_timeManager.Pause(); }