public virtual void SetActiveCondition(delegate_ActiveCondition condition) { if (m_ActiveConditionType != ActiveConditionType.EMPTY) { this.ActiveCondition = condition; } }
void Init_MoveOut_Condition() { switch (m_MoveOut_CT) { case MoveOut_ConditionType.EMPTY: break; case MoveOut_ConditionType.TARGET_LEAVE_TIME: MoveOut_Condition = PlayGameInstance.INSTANCE.PSC.PC.TriggerBlockMoveOut_LeaveTime; break; } }
void Init_ActiveCondition() { switch (m_ActiveConditionType) { case ActiveConditionType.EMPTY: break; case ActiveConditionType.TARGET_ARRIVE_TIME: ActiveCondition = PlayGameInstance.INSTANCE.PSC.PC.TriggerBlockActive_ArriveTime; break; } }
// public override void ActiveMove () // { // DoPosition (M_Loc_EndPot, M_MoveDuration, M_MoveDelay); // } public override void SetActiveCondition(delegate_ActiveCondition condition) { for (int i = 0; i < m_Blocks.Count; i++) { m_Blocks [i].SetActiveCondition(condition); } for (int i = 0; i < m_Bricks.Count; i++) { m_Bricks [i].SetActiveCondition(condition); } base.SetActiveCondition(condition); }
void Init_MoveOut_Condition () { switch (m_MoveOut_CT) { case MoveOut_ConditionType.EMPTY: break; case MoveOut_ConditionType.TARGET_LEAVE_TIME: MoveOut_Condition = PlayGameInstance.INSTANCE.PSC.PC.TriggerBlockMoveOut_LeaveTime; break; } }
void Init_ActiveCondition () { switch (m_ActiveConditionType) { case ActiveConditionType.EMPTY: break; case ActiveConditionType.TARGET_ARRIVE_TIME: ActiveCondition = PlayGameInstance.INSTANCE.PSC.PC.TriggerBlockActive_ArriveTime; break; } }
public virtual void SetActiveCondition (delegate_ActiveCondition condition) { if (m_ActiveConditionType != ActiveConditionType.EMPTY) this.ActiveCondition = condition; }
// public override void ActiveMove () // { // DoPosition (M_Loc_EndPot, M_MoveDuration, M_MoveDelay); // } public override void SetActiveCondition (delegate_ActiveCondition condition) { for (int i=0; i<m_Blocks.Count; i++) { m_Blocks [i].SetActiveCondition (condition); } for (int i=0; i<m_Bricks.Count; i++) { m_Bricks [i].SetActiveCondition (condition); } base.SetActiveCondition (condition); }