void Start()
    {
        //Debug.Log("PlayerController.Start()");

        //item_equip_service = new EquipService();
        input_controller = new PlayerInputControlAction(this);
        nmAgent          = gameObject.GetComponent <NavMeshAgent>();
        animator         = gameObject.GetComponent <Animator>();

        var default_character = new CharacterEntity();

        animator.SetInteger("hp", default_character.hp);

        animator.radioBool("Idle");
        state            = State.Active;
        max_attack_speed = Mathf.RoundToInt(attack_speed * 0.8f);

/*
 *      Observable.Zip(
 *          MessageBroker.Default.Receive<CreatedGameStageRank>(),
 *          MessageBroker.Default.Receive<CreatedEquipBaseResouces>(),
 *          MessageBroker.Default.Receive<InputInitialized>(),
 *          MessageBroker.Default.Receive<EffectInitialized>(),
 *          MessageBroker.Default.Receive<CreatedPlayerService>(),
 *          Tuple.Create
 *      ).Subscribe(x => {
 *          initialized = true;
 *      });
 */

        initialized = true;

/*
 *      MessageBroker.Default.Receive<CreatedPlayerService>().Subscribe(x => {
 *          initialized = true;
 *      });
 */
        /*
         * // Update
         * this.UpdateAsObservable().Subscribe(x => {
         *  if (!character_control) { return; }
         *
         *  animator.SetBool("DoDash", nmAgent.remainingDistance > animation_trigger_do_dash);
         *  //if (this.in_action) { animator.SetBool("DoIdle", false); }
         *
         *  if (!nmAgent.pathPending && !nmAgent.hasPath) {
         *      nmAgent.ResetPath();
         *  }
         *
         *  if (enemy_target != null) {
         *      transform.LookAt(enemy_target.transform.position);
         *
         *      if (Vector3.Distance(transform.position, enemy_target.transform.position) < enemy_target_distance) {
         *          nmAgent.ResetPath();
         *          OnAttack();
         *      }
         *  }
         * });
         */
    }
Exemple #2
0
 // Use this for initialization
 public void Start()
 {
     input_controller        = new PlayerInputControlAction(this);
     this.terrain_chunk_size = TerrainService.terrain_config.chunk_size;
     //Log.write(StrOpe.i + "terrain_chunk_size: " + this.terrain_chunk_size);
 }