/// <summary> /// ヤクザの生成 /// </summary> private void Create_Yakuza() { Yakuza enemy = Instantiate(Yakuza, transform.position, Quaternion.identity).GetComponent <Yakuza>(); Sum_Yakuza++; // 移動パターンの設定 int cnt = Random.Range(0, Yakuza_MovePatternList.Count); EnemyState_Move ai = enemy.state_AI as EnemyState_Move; enemy.MovePattern = Yakuza_MovePatternList[cnt]; #if UNITY_EDITOR Debug.Log("ヤクザの生成"); #endif }
/// <summary> /// おばちゃんの生成 /// </summary> private void Create_OldBattleaxe() { OldBattleaxe enemy = Instantiate(OldBattleaxe, transform.position, Quaternion.identity).GetComponent <OldBattleaxe>(); Sum_OldBattleaxe++; // 移動パターンの設定 int cnt = Random.Range(0, OldBattleaxe_MovePatternList.Count); EnemyState_Move ai = enemy.state_AI as EnemyState_Move; enemy.MovePattern = OldBattleaxe_MovePatternList[cnt]; #if UNITY_EDITOR Debug.Log("おばちゃんの生成"); #endif }