// ========================================================================== // /* protected - [abstract & virtual] */ /* protected - [Event] Function * 자식 객체가 호출 */ /* protected - Override & Unity API */ protected override void OnAwake() { base.OnAwake(); _pCollider = GetComponent <Collider>(); _pControl_Animator = GetComponent <CAnimatorController>(); _pControl_Animator.DoInitAnimator(); _pControl_Animator.DoSetParam_Int(EAnimatorParam.MeleeType_int, (int)EAnimatorParam_MeleeType.None); Renderer pRenderer = GetComponentInChildren <Renderer>(); if (pRenderer != null) { _fModelOffsetY = pRenderer.bounds.max.y; } CCharacterWeaponGenerator pGenerator = gameObject.AddComponent <CCharacterWeaponGenerator>(); pGenerator.DoGeneratorParts(transform); }