// AI의 종류(행동 패턴)을 설정한다. public void setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null) { Character.ActionBase unique_action = null; switch (behave_kind) { default: case Enemy.BEHAVE_KIND.BOTTACHI: unique_action = new Character.BottachiAction(); break; case Enemy.BEHAVE_KIND.OUFUKU: unique_action = new Character.OufukuAction(); break; case Enemy.BEHAVE_KIND.UROURO: unique_action = new Character.UroUroAction(); break; case Enemy.BEHAVE_KIND.TOTUGEKI: unique_action = new Character.TotugekiAction(); break; case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE: unique_action = new Character.SonobaDeFireAction(); break; case Enemy.BEHAVE_KIND.WARP_DE_FIRE: unique_action = new Character.WarpDeFireAction(); break; case Enemy.BEHAVE_KIND.JUMBO: unique_action = new Character.JumboAction(); break; case Enemy.BEHAVE_KIND.GOROGORO: unique_action = new Character.GoroGoroAction(); break; } if (unique_action != null) { if (desc_base == null) { desc_base = new Character.ActionBase.DescBase(); } this.behave_kind = behave_kind; this.unique_action = unique_action; this.unique_action.create(this, desc_base); this.basic_action.unique_action = this.unique_action; } }
// AI의 종류(행동 패턴)을 설정한다. public void setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null) { Character.ActionBase unique_action = null; switch(behave_kind) { default: case Enemy.BEHAVE_KIND.BOTTACHI: unique_action = new Character.BottachiAction(); break; case Enemy.BEHAVE_KIND.OUFUKU: unique_action = new Character.OufukuAction(); break; case Enemy.BEHAVE_KIND.UROURO: unique_action = new Character.UroUroAction(); break; case Enemy.BEHAVE_KIND.TOTUGEKI: unique_action = new Character.TotugekiAction(); break; case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE: unique_action = new Character.SonobaDeFireAction(); break; case Enemy.BEHAVE_KIND.WARP_DE_FIRE: unique_action = new Character.WarpDeFireAction(); break; case Enemy.BEHAVE_KIND.JUMBO: unique_action = new Character.JumboAction(); break; case Enemy.BEHAVE_KIND.GOROGORO: unique_action = new Character.GoroGoroAction(); break; } if(unique_action != null) { if(desc_base == null) { desc_base = new Character.ActionBase.DescBase(); } this.behave_kind = behave_kind; this.unique_action = unique_action; this.unique_action.create(this, desc_base); this.basic_action.unique_action = this.unique_action; } }