public void CreateArrow(string whatHand) { //create child GameObject arrowObject = Instantiate(m_ArrowPrefab, m_Socket); //orient arrowObject.transform.localScale /= 6; arrowObject.transform.localPosition = new Vector3(0, 0, 0); arrowObject.transform.localEulerAngles = Vector3.zero; if (whatHand == "Left") { arrowObject.transform.LookAt(rightArrowSetPos); } else if (whatHand == "Right") { arrowObject.transform.LookAt(leftArrowSetPos); } whatIsHand = whatHand; //set m_CurrentArrow = arrowObject.GetComponent <Arrow>(); ObjStatus objStatus = arrowObject.GetComponent <ObjStatus>(); objStatus.isGrip = true; }
public void AddStatus(ObjStatus objStatus) { var status = Map(objStatus); _statusRepository.Insert(status); _statusRepository.SaveChanges(); }
public void OnGrip(string what) { //이미 잡은게 있다면 if (isGrip == true && gripObj == null) { return; } //approachObj가 이미 잡힌 상태라면 return ObjStatus objStatus = approachObj.GetComponent <ObjStatus>(); if (objStatus != null && objStatus.isGrip == true) { return; } objStatus.isGrip = true; //공통부분 gripObj = approachObj; approachObj.GetComponent <Outline>().OutlineWidth = approachObj.GetComponent <Outline>().turnOffWidth; Rigidbody rb_girpObj = gripObj.GetComponent <Rigidbody>(); Transform tr_girpObj = gripObj.GetComponent <Transform>(); rb_girpObj.isKinematic = true; rb_girpObj.useGravity = false; tr_girpObj.SetParent(tr); //세부부분 if (what == "Bow") { tr_girpObj.position = tr.position; tr_girpObj.localPosition = new Vector3(0f, 0f, 0f); tr_girpObj.localRotation = Quaternion.identity; BowGripSound.Post(gameObject); gripObj.GetComponent <BowBlend>().OnGripPose(skeleton); gripObj.GetComponent <Bow>().OnCollider(); isGripBow = true; } else if (what == "Arrow") { ArrowSpawnSound.Post(gameObject); tr_girpObj.position = tr.position; tr_girpObj.localPosition = new Vector3(0f, 0f, 0.0f); tr_girpObj.localRotation = Quaternion.identity; gripObj.GetComponent <ArrowBlend>().OnGripPose(skeleton); isGripArrow = true; } else if (what == "ThrowObj") { //여기에 grip pose 애니매이션 ㄲ isGripThrowObj = true; } isGrip = true; }
private Status Map(ObjStatus objStatus) { return(new Status() { Id = objStatus.Id, rootType = objStatus.rootType, Name = objStatus.Name, Description = objStatus.Description, Color = objStatus.Color, Position = objStatus.Position, IsRoot = objStatus.IsRoot, IsHide = objStatus.IsHide, }); }
public void OffGrip(string what) { //잡은게 없다면 if (isGrip == false && gripObj != null) { return; } ObjStatus objStatus = gripObj.GetComponent <ObjStatus>(); objStatus.isGrip = false; //공통 부분 Rigidbody rb_girpObj = gripObj.GetComponent <Rigidbody>(); Transform tr_girpObj = gripObj.GetComponent <Transform>(); rb_girpObj.isKinematic = true; rb_girpObj.useGravity = false; tr_girpObj.SetParent(null); //추가부분 if (what == "Bow") { gripObj.GetComponent <BowBlend>().OffGripPose(skeleton); gripObj.GetComponent <Bow>().OffCollider(); BowGripSound.Post(gameObject); isGripBow = false; } else if (what == "Arrow") { gripObj.GetComponent <ArrowBlend>().OffGripPose(skeleton); BowGripSound.Post(gameObject); isGripArrow = false; } else if (what == "ThrowObj") { isGripThrowObj = false; } isGrip = false; gripObj = null; }
public void Update(ObjStatus model) { var status = _statusRepository.Get(model.Id); status.Description = model.Description; status.Color = model.Color; status.IsHide = model.IsHide; //IsRoot не должен меняться if (!status.IsRoot) { status.Name = model.Name; status.rootType = model.rootType; status.Position = model.Position; } _statusRepository.Update(status); _statusRepository.SaveChanges(); }
public void DoStopMove() { m_status = ObjStatus.NONE; m_direction = ObjDirection.NONE; m_nextdirection = ObjDirection.NONE; }
public void DoMove(ObjDirection direction) { m_status = ObjStatus.MOVE; m_direction = direction; m_nextdirection = ObjDirection.NONE; }
public void AddStatus(ObjStatus status) { m_status |= status; }
public bool HasStatus(ObjStatus status) { return((Status & status) != 0); }
public ActionResult EditStatus(ObjStatus model) { _statusService.Update(model); return(RedirectToAction("Statuses")); }
public ActionResult AddStatus(ObjStatus objStatus) { _statusService.AddStatus(objStatus); return(RedirectToAction("Statuses")); }