/// <summary> /// reset members. /// initializes the various gauges and states. /// </summary> protected override void OnReset() { base.OnReset(); this.Visible = true; this.Enabled = true; Life = this.specData.Life; this.actionElapsedTime = 0.0f; // Reset the weapon CurrentWeapon.Reset(); // Add a collision if (colLayerEnemyMech != null) { if (!colLayerEnemyMech.IsContain(Collide)) { colLayerEnemyMech.AddCollide(Collide); } } // Add a collision if (colLayerAllMech != null) { if (!colLayerAllMech.IsContain(Collide)) { colLayerAllMech.AddCollide(Collide); } } // Initialize start AI int indexAi = -1; switch (startAi) { case AIType.Search: indexAi = indexAiSearch; break; case AIType.Move: indexAi = indexAiMove; break; case AIType.Attack: indexAi = indexAiAttack; break; case AIType.TurnLeft: indexAi = indexAiTurnLeft; break; case AIType.TurnRight: indexAi = indexAiTurnRight; break; } AIContext.StartAI(indexAi, startAiTime); }