// Use this for initialization void Start() { thisRigiBody2D = this.GetComponent <Rigidbody2D> (); sMB = soundManagerGetter.getManager(); sVMS = staticValueManagerGetter.getManager(); grantExpChara = new HashSet <int>(); thisEnemyStat = new typeEnemyStatus(_defaultLevel, _defaultEnemyType); this.createHPBar(); //影の作成 //重いので一時的に停止 if (_enemyShadow != null && sVMS.getRenderingShadowFlag()) { //影がセットされているときは表示 GameObject tmpEnemyShadow = new GameObject("enemyShadow"); tmpEnemyShadow.AddComponent <SpriteRenderer> (); tmpEnemyShadow.GetComponent <SpriteRenderer> ().sprite = _enemyShadow; tmpEnemyShadow.GetComponent <SpriteRenderer> ().color = new Color(1f, 1f, 1f, 0.3f); tmpEnemyShadow.transform.parent = this.transform; tmpEnemyShadow.transform.localPosition = Vector3.zero; textureVector ttv = new textureVector(this.gameObject); Vector3 tmpThisWidth = ttv.getBottomOffset_ForCenterPivot(0f, 0.05f, animeScalingFlag); tmpEnemyShadow.transform.localPosition += tmpThisWidth; //影画像は128 float tmpScale = ttv.getWidth(animeScalingFlag) / 1.28f; tmpEnemyShadow.transform.localScale = new Vector3(tmpScale, tmpScale, 1f); } gmS = GameManagerGetter.getGameManager(); }
public void setDefaultLevel(float argsLevel) { _defaultLevel = argsLevel; thisEnemyStat = new typeEnemyStatus(argsLevel, _defaultEnemyType); textureVector ttv = new textureVector(this.gameObject); hpBar.setMaxBarLength_argsWidth(ttv.getWidth(animeScalingFlag), thisEnemyStat.maxHP); }
public void setThisEnemyStatus(typeEnemyStatus argsVal) { thisEnemyStat = argsVal; }