public WeaponState(Weapon weapon, WeaponStateMachine stateMachine, WeaponData weaponData, string animBoolName) { this.weapon = weapon; this.stateMachine = stateMachine; this.weaponData = weaponData; this.animBoolName = animBoolName; }
private void Awake() { StateMachine = new WeaponStateMachine(); IdleState = new WeaponIdleState(this, StateMachine, weaponData, "idle"); ShootState = new WeaponShootState(this, StateMachine, weaponData, "hasShot"); JamState = new WeaponJamState(this, StateMachine, weaponData, "jammed"); }
public override void Initialize(GameObject callObj) { stateMachine = callObj.GetComponent <WeaponStateMachine>(); statusList = stateMachine.GetStatusList(); curImageNum = stateMachine.GetCurrentStateNum(); //枠を取得 frames = new Image[weapons.Length]; for (int i = 0; i < weapons.Length; i++) { frames[i] = weapons[i].GetComponentInChildren <Image>(); } }
private bool useWarp; //カメラをワープ移動させるか //初期化関数 void Start() { type = DirectorType.Character; stateMachine = GetComponent <PlayerStateMachine>(); weaponStateMachine = GetComponentInChildren <WeaponStateMachine>(); charCon = GetComponent <CharacterController>(); status = GetComponent <PlayerStatus>(); baseObserver = new List <BaseObserver>(); anim = GetComponent <Animator>(); nUW = false; initialized = false; obCamera = GetComponent <SlideMoveCamera>(); useWarp = false; }
private static GameDirector gameDirector; //シングルトン void Start() { if (ui_Director == null) { Debug.Log("ui_Directorがnull"); } if (playerDirector == null) { Debug.Log("player_Directorがnull"); } if (bossDirector == null) { Debug.Log("boss_Directorがnull"); } if (animDirector == null) { Debug.Log("anim_Directorがnull"); } enemyDirectors = new List <EnemyDirector>(); otherDirectors = new List <OtherDirector>(); cameraDirector = Camera.main.GetComponent <CameraDirector>(); charaFreeze = GetComponent <CharacterFreeze>(); cameraFreeze = GetComponent <CameraFreeze>(); otherFreeze = GetComponent <OtherFreeze>(); audioDirector = Camera.main.GetComponent <AudioDirector>(); gameDirector = this; canDoDirector = true; isWeaponFreezed = false; weaponStateMachine = playerDirector.GetComponentInChildren <WeaponStateMachine>(); freezeCount = 0; freezeList = new List <GameObject>(); isPaused = false; Application.targetFrameRate = 60; }
} //別の武器切り替え直前に呼ばれる関数 public virtual void IsChanging(WeaponStateMachine upperState) { } //武器切り替え関数
public WeaponJamState(Weapon weapon, WeaponStateMachine stateMachine, WeaponData weaponData, string animBoolName) : base(weapon, stateMachine, weaponData, animBoolName) { }
public override void IsChanging(WeaponStateMachine upperState) { }
private WeaponStateMachine stateMachine; //武器の状態遷移管理変数 //初期化関数 void Start() { stateMachine = GetComponent <WeaponStateMachine>(); }