private void CreateSquirrel(Vector2 position) { Transform2D trans = new Transform2D(); trans.Position = position; Entity child = Entity.CreateEntity("Squirrel", "Child", trans); child.RegisterComponent(new C_Switch3()); child.RegisterComponent(new C_CharaState()); child.RegisterComponent(new C_ChildState()); C_BezierPoint bezier = new C_BezierPoint(); child.RegisterComponent(bezier); BezierStage.AddBezierData(bezier); //child.RegisterComponent(new C_DrawDebugMessage(bezier)); child.RegisterComponent(new C_EntityDeadCheck()); child.RegisterComponent(new C_Energy("", 10, 90)); C_DrawAnimetion drawComp = new C_DrawAnimetion(new Vector2(80, 60), 14); drawComp.AddAnim("Run", new AnimData(7, 7, 0.08f, "A_Squirrel_Run")); drawComp.AddAnim("Eat", new AnimData(1, 1, 1f, "A_Squirrel_Eat")); drawComp.AddAnim("Catch", new AnimData(1, 1, 1f, "A_Squirrel_Catch")); child.RegisterComponent(drawComp); drawComp.SetNowAnim("Run"); child.RegisterComponent(new C_UpdateSquirrelState(gameDevice)); }
public void CreatPlayer() { //生成地を決める Transform2D trans = new Transform2D(); trans.Position = new Vector2(500, 100); //実体生成 Entity player = Entity.CreateEntity("Player", "Player", trans); //機能登録(順序注意 - 関連性ある) player.RegisterComponent(new C_Switch3()); player.RegisterComponent(new C_CharaState()); C_BezierPoint bezier = new C_BezierPoint(); player.RegisterComponent(bezier); BezierStage.AddBezierData(bezier); player.RegisterComponent(new C_EntityDeadCheck()); player.RegisterComponent(new C_PlayerState()); player.RegisterComponent(new C_DrawRouteEffect()); //player.RegisterComponent(new C_DrawLocus()); player.RegisterComponent(new C_DrawDebugMessage(gameDevice, bezier)); C_DrawAnimetion drawComp = new C_DrawAnimetion(Vector2.One * 256, 16); drawComp.AddAnim("Idle", new AnimData(1, 1, 1, "A_Player_Idle")); drawComp.AddAnim("Walk", new AnimData(4, 4, 0.12f, "A_Player_Walk")); drawComp.AddAnim("Jump", new AnimData(2, 3, 0.1f, "A_Player_Jump", false)); drawComp.AddAnim("Run", new AnimData(13, 4, 0.05f, "A_Player_Run")); drawComp.AddAnim("Attack", new AnimData(1, 1, 1, "A_Player_Attack")); player.RegisterComponent(drawComp); drawComp.SetNowAnim("Idle"); player.RegisterComponent(new C_Energy("Bar", 10, 270)); player.RegisterComponent(new C_UpdatePlayerState(gameDevice)); }