/// <summary> /// キャラクター生成定義を生成する。 /// </summary> /// <param name="defCh">生成するキャラクターの定義</param> /// /// <param name="ch">生成されるキャラクターの性格定義</param> /// /// <param name="weight">生成確率や生成数にかかわる重み</param> /// public EntryUnit(_CharacterClassDefinition defCh, _Action3.CharacterInfo ch, float weight) { this.definition = defCh; this.ch = ch; this.weight = weight; }
void ev() { var ch = new _Action3.CharacterInfo(); ch.aggressive = _Action3.CharacterInfo.EnAggressive.middle; ch.obedience = _Action3.CharacterInfo.EnObedience.middle; ch.persistence = _Action3.CharacterInfo.EnPersistence.middle; var e0 = new ActivityGroupDefines.ToCreateWithSpawn(); e0.waitTime = 0.0f; e0.pos = Vector3.zero + Vector3.up * 10.0f; e0.rot = Quaternion.identity; e0.spawn.intervalTime = 0.1f; e0.spawn.targetMemberCount = 500; e0.territory = 1.0f; e0.maxStayCapacity = 200; //e0.entries.setEntries( new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 0 ), ch, 40.0f ) ); e0.entries.setEntries( new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(0), ch, 50.0f), new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(2), ch, 30.0f), new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(1), ch, 5.0f) // new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 3 ), ch, 5.0f ), // new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 5 ), ch, 1.0f ) ); e0.execute(); return; /* * var ch = new _Action3.CharacterInfo(); * ch.aggressive = _Action3.CharacterInfo.EnAggressive.middle; * ch.obedience = _Action3.CharacterInfo.EnObedience.middle; * ch.persistence = _Action3.CharacterInfo.EnPersistence.middle; * * var e0 = new ActivityGroupDefines.ToCreateWithSpawn(); * e0.waitTime = 0.0f; * e0.pos = Vector3.zero; * e0.rot = Quaternion.identity; * e0.spawn.intervalTime = 0.1f; * e0.spawn.targetMemberCount = 50; * e0.territory = 1.0f; * e0.maxStayCapacity = 30; * e0.entries.setEntries( * new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 40.0f ), * new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 1 ), ch, 10.0f ), * new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 30.0f ) * ); * * e0.execute(); * * * return; * * * var e1 = new ActivityGroupDefines.ToCreateWithSpawn(); * e1.waitTime = 0.0f; * e1.pos = new Vector3( 100.0f, 0.0f, 200.0f ); * e1.rot = Quaternion.identity; * e1.spawn.intervalTime = 3.0f; * e1.spawn.targetMemberCount = 50; * e1.territory = 50.0f; * e1.maxStayCapacity = 20; * e1.entries.setEntries( * new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 1 ), ch, 40.0f ), * new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 100.0f ) * ); * * e1.execute(); */ }