protected LifeCycleLogic(TEntityFieldLogic entityFieldLogic, LifeCycleView lifeCycleView, ELifeCycleKind lifeCycleKind, int randomSeed) { _entityFieldLogic = entityFieldLogic; _lifeCycleView = lifeCycleView; _kind = lifeCycleKind; _random = new System.Random(randomSeed); }
protected LifeCycleLogic(TEntityFieldLogic entityLogic, LifeCycleView lifeCycleView, ELifeCycleKind lifeCycleKind, int randomSeed, float leftWall, float topWall, float rightWall, float bottomWall) : this(entityLogic, lifeCycleView, lifeCycleKind, randomSeed) { _leftWall = leftWall; _topWall = topWall; _rightWall = rightWall; _bottomWall = bottomWall; }
// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- // //! 初期化 // Objectが生成されてGameLogicに追加される時に呼ばれる // ViewOrderは使えない virtual public void Init(IEntityFieldLogic_ForLifeCycle entityFieldLogic, IEntityViewOrder view, ELifeCycleKind lifeCycleKind) { SetView(view); _entityFieldLogic = entityFieldLogic as TEntityFieldLogic; _lifeCycleKind = lifeCycleKind; }
public SimpleLifeCycleLogic(IEntityFieldLogic_ForLifeCycle entityLogic, LifeCycleView lifeCycleView, ELifeCycleKind lifeCycleKind, int randomSeed, float leftWall, float topWall, float rightWall, float bottomWall) : base(entityLogic, lifeCycleView, lifeCycleKind, randomSeed, leftWall, topWall, rightWall, bottomWall) { _unitQue = new UnitQueue(); _unitQue.ListInit(); }