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;
		}
	}
	public virtual void  SetActiveCondition (delegate_ActiveCondition  condition)
	{
		if (m_ActiveConditionType != ActiveConditionType.EMPTY)
			this.ActiveCondition = condition;
	}
	void Init_ActiveCondition ()
	{
		switch (m_ActiveConditionType) {
		case ActiveConditionType.EMPTY:
			break;
		case ActiveConditionType.TARGET_ARRIVE_TIME:
			ActiveCondition = PlayGameInstance.INSTANCE.PSC.PC.TriggerBlockActive_ArriveTime;
			break;
		}
	}
Exemple #4
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//	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);
	}