//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary> /// <para>状態が開始された時に呼び出されます。</para> /// <para>このメソッドは、遷移元の<c>teardown</c>よりも後に呼び出されます。</para> /// </summary> /// /// <param name="entity">この状態を適用されたオブジェクト。</param> /// <param name="privateMembers"> /// オブジェクトと状態クラスのみがアクセス可能なフィールド。 /// </param> public override void setup(CEntity entity, CGame privateMembers) { CLogger.add(Resources.SCENE_INITIALIZE); entity.allowSameState = true; CGame.instance.Content.RootDirectory = Resources.DIR_CONTENT; CStateCapsXNA xnastate = CStateCapsXNA.instance; xnastate.nextState = CAIInupt.instance; aiInitializer.nextState = xnastate; aiInitializer.changedState += onInitializerChanged; }
//* ────________________________________* //* methods ───────────────────────────────-* //* -----------------------------------------------------------------------* /// <summary>ゲームを初期化します。</summary> protected override void Initialize() { CStateCapsXNA xnastate = CStateCapsXNA.instance; xnastate.nextState = CStateInitialize.instance; CStarter.scene.nextState = xnastate; #if !DEBUG CLogger.outFile = Resources.FILE_BOOTLOG; CLogger.add(xnastate.report); #endif CStarter.startNineball(this, graphicDeviceManager); inputManager.ButtonsNum = 1; inputManager.inputDevice = EInputDevice.XBOX360 | EInputDevice.Keyboard; inputManager.keyboardAssign = new Keys[] { Keys.Space }; inputManager.xbox360Assign = new Buttons[] { Buttons.A }; inputManager.xbox360AxisAssign = EAxisXBOX360.DPad; new CGameComponent(this, inputManager, true); base.Initialize(); }