void Start() { myRig = GetComponent <Rigidbody>(); myMovement = GetComponent <MovementComponetBase>(); weaponCreate = GetComponent <WeaponCreate>(); testPlayerCreate = FindObjectOfType <TestPlayerCreate>(); testPlayerCreate.OnPlayerCreate = (myHandArray) => { myHand = myHandArray; // イベントをバインド myHand[0].grabWeapon += SetDominant; myHand[1].grabWeapon += SetDominant; myHand[0].oppositeWeapon += SetOpposite; myHand[1].oppositeWeapon += SetOpposite; Debug.Log("aaaa"); }; //// イベントをバインド //myHand[0].grabWeapon += SetDominant; //myHand[1].grabWeapon += SetDominant; //myHand[1].oppositeWeapon += SetOpposite; //myHand[1].oppositeWeapon += SetOpposite; }
/// <summary> /// 初回処理 /// </summary> public override void Start() { mainMgr = FindObjectOfType <MainManager>(); myRig = GetComponent <Rigidbody>(); myMovement = GetComponent <MovementComponetBase>(); myDamageEffect = FindObjectOfType <DamageEffect>(); weaponCreate = GetComponent <WeaponCreate>(); testPlayerCreate = FindObjectOfType <TestPlayerCreate>(); //// イベントをバインド //myHand[0].oppositeWeapon += SetOpposite; //myHand[1].oppositeWeapon += SetOpposite; testPlayerCreate.OnPlayerCreate += (myHandArray) => { myHand = myHandArray; // イベントをバインド myHand[0].oppositeWeapon += SetOpposite; myHand[0].deleteWeapon += CheckDelete; myHand[1].oppositeWeapon += SetOpposite; myHand[1].deleteWeapon += CheckDelete; if (rootObj == null) { return; } rootObj.transform.GetChild(0).transform.localPosition = new Vector3(0.0f, -1.7f, 0.0f); rootObj.transform.GetChild(1).transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f); }; mainMgr.resultEvent += GetWinOrLose; }