public void InitChar(CharaData charaData, AbstractCharacterObject.CharDirection dir = AbstractCharacterObject.CharDirection.RIGHT) { this.charaData = charaData; this.charaData.charaObject = gameObject; //死んでたらお墓表示 if (charaData.IsDead) { GameManager.Instance.DeathEffect(charaData); return; } //Animatorオブジェクトを見つける _animator = GetComponentInChildren <Animator> (); if (_animator == null) { Debug.LogError("PlayerObject.Skeleton does not have Animator attached!"); return; } _animator.Play("stand"); //weaponオブジェクトを見つける。(ソード持ってる手のweaponオブジェクト) if (weaponPosObj == null) { weaponPosObj = Utils.getChildGameObject(gameObject, "weapon"); } _swordObject = weaponPosObj.GetComponent <SwordObject>(); //服を着せる if (GetComponent <ClothingSystem> () != null) { GetComponent <ClothingSystem> ().SetClothPartsByStringData(charaData.ClothDataStr); } //ディフォルトは右向き FaceTo(dir); //描画順設定 SetSortingLayer(GetSortingLayerName()); }
//sword pickup method public void SwordPickedUp() { Sword = true; SwordObject.SetActive(true); CharacterAnimator.SetBool("Sword", true); }
public int LogicChooser(SwordObject compact) { byte objSelected = 0; if (_objectBarStatus == MenuState.MENU_OPEN) objSelected = CheckMenuClick(MENU_TOP); if (objSelected == 0) objSelected = CheckMenuClick(MENU_BOT); if (objSelected != 0) { compact.logic = Logic.LOGIC_script; return 1; } return 0; }
public void FnChooser(SwordObject compact) { Logic.ScriptVars[(int)ScriptVariableNames.OBJECT_HELD] = 0; _mouse.SetLuggage(0, 0); BuildSubjects(); compact.logic = Logic.LOGIC_choose; _mouse.ControlPanel(true); // so the mouse cursor will be shown. _subjectBarStatus = MenuState.MENU_OPENING; }