public CustomTimer(float time, SimpleFunc onTimeEnded, OnUpdateFunc onUpdate = null) { this.time = time; this.onTimeEnded = onTimeEnded; this.onUpdate = onUpdate; currTime = 0; }
public void zako2_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); lock_target_ = LockTarget.create(this, new LockTarget.CalcPosition(calc_lock_position_center)); enumerator_ = zako2_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(zako2_update); on_render_update_ = new OnRenderUpdateFunc(zako2_render_update); life_ = 100f; }
/// <summary> /// Changes the value stored in a way described by OnUpdateFunc /// </summary> /// <param name="action">Action value</param> /// <param name="time">Passing time - usually Time.deltaTime</param> public void Update(float action, float time, bool isNeedBeingSatisfied) { if (!isNeedBeingSatisfied) { this.Value = OnUpdateFunc.Invoke(this.Value, this.ActionCost, this.TimeWeight, action, time); } else { this.Value = OnUpdateFuncSatisfy.Invoke(this.Value, this.TimeWeight, time); } }
public void alpha_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); MissileManager.Instance.setTargetRadius(target_id_, 1f /* radius */); enumerator_ = alpha_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(alpha_update); on_render_update_ = new OnRenderUpdateFunc(alpha_render_update); // life_ = 50f; rigidbody_.setDamper(10f); rigidbody_.setRotateDamper(1f); hit_time_ = -99999; }
public void zako_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref rigidbody_.transform_.position_, 0.5f /* radius */); collider_homing_ = MyCollider.createEnemyHoming(); MyCollider.initSphereEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_, 5f /* radius */); enumerator_ = zako_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(zako_update); on_render_update_ = new OnRenderUpdateFunc(zako_render_update); life_ = 50f; }
public void dragon_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); rigidbody_.setDamper(2f); rigidbody_.setRotateDamper(20f); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1.5f /* radius */); collider_homing_ = MyCollider.createEnemyHoming(); MyCollider.initSphereEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_, 5f /* radius */); enumerator_ = dragon_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(dragon_update); on_render_update_ = new OnRenderUpdateFunc(dragon_render_update); life_ = 10000000f; dragon_ = dragon_pool_; dragon_.init(this, ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_); }
public void dragon_init() { var position = new Vector3(-10f, -5f, 10f); rigidbody_.init(ref position, ref CV.QuaternionIdentity); rigidbody_.setDamper(2f); rigidbody_.setRotateDamper(20f); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); lock_target_ = LockTarget.create(this, new LockTarget.CalcPosition(calc_lock_position_dragon)); enumerator_ = dragon_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(dragon_update); on_render_update_ = new OnRenderUpdateFunc(dragon_render_update); life_ = 10000000f; dragon_ = dragon_pool_; dragon_.init(this, ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_); }