public DataLogs(string name, string entityName, OperatingType type) { Name = name; Type = type; EntityName = entityName; //LogItems = new List<DataLogItems>(); }
/// <summary> /// 初始化一个<see cref="DataLog"/>类型的新实例 /// </summary> public DataLog(string entityName, string name, OperatingType operatingType) { EntityName = entityName; Name = name; OperateType = operatingType; LogItems = new List <DataLogItem>(); }
//移動 public void OperatingMove() { //ゾンビの命令を実行 if ((selectedZombie != null) && movePointObject.activeSelf) { operatingType = OperatingType.Move; selectedZombie.GetComponent <Zombie>().Move(movePointObject.transform.position); Debug.Log(operatingType + "実行"); } }
//待機 public void OperatingWait() { //ゾンビの命令を実行 if ((selectedZombie != null)) { operatingType = OperatingType.Wait; selectedZombie.GetComponent <Zombie>().Wait(); Debug.Log(operatingType + "実行"); } }
//追従 public void OperatingFollowing() { //ゾンビの命令を実行 if ((selectedZombie != null)) { operatingType = OperatingType.Following; selectedZombie.GetComponent <Zombie>().Following(ref playerTransform); Debug.Log(operatingType + "実行"); } }
//攻撃 public void OperatingAttack() { //ゾンビの命令を実行 if ((selectedZombie != null) && (selectedObject != null)) { if (selectedObject.tag != "DestructionObject") { return; } operatingType = OperatingType.Attack; selectedZombie.GetComponent <Zombie>().Destruction(selectedObject); Debug.Log(operatingType + "実行"); } }