Esempio n. 1
0
    // AI의 종류(행동 패턴)을 설정한다.
    public void             setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null)
    {
        Character.ActionBase unique_action = null;

        switch (behave_kind)
        {
        default:
        case Enemy.BEHAVE_KIND.BOTTACHI:                unique_action = new Character.BottachiAction();                 break;

        case Enemy.BEHAVE_KIND.OUFUKU:                  unique_action = new Character.OufukuAction();                   break;

        case Enemy.BEHAVE_KIND.UROURO:                  unique_action = new Character.UroUroAction();                   break;

        case Enemy.BEHAVE_KIND.TOTUGEKI:                unique_action = new Character.TotugekiAction();                 break;

        case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE:  unique_action = new Character.SonobaDeFireAction();             break;

        case Enemy.BEHAVE_KIND.WARP_DE_FIRE:    unique_action = new Character.WarpDeFireAction();               break;

        case Enemy.BEHAVE_KIND.JUMBO:                   unique_action = new Character.JumboAction();                    break;

        case Enemy.BEHAVE_KIND.GOROGORO:                unique_action = new Character.GoroGoroAction();                 break;
        }

        if (unique_action != null)
        {
            if (desc_base == null)
            {
                desc_base = new Character.ActionBase.DescBase();
            }

            this.behave_kind = behave_kind;

            this.unique_action = unique_action;
            this.unique_action.create(this, desc_base);

            this.basic_action.unique_action = this.unique_action;
        }
    }
Esempio n. 2
0
	// AI의 종류(행동 패턴)을 설정한다.
	public void		setBehaveKind(Enemy.BEHAVE_KIND behave_kind, Character.ActionBase.DescBase desc_base = null)
	{
		Character.ActionBase	unique_action = null;

		switch(behave_kind) {

			default:
			case Enemy.BEHAVE_KIND.BOTTACHI:		unique_action = new Character.BottachiAction();			break;
			case Enemy.BEHAVE_KIND.OUFUKU:			unique_action = new Character.OufukuAction();			break;
			case Enemy.BEHAVE_KIND.UROURO:			unique_action = new Character.UroUroAction();			break;
			case Enemy.BEHAVE_KIND.TOTUGEKI:		unique_action = new Character.TotugekiAction();			break;
			case Enemy.BEHAVE_KIND.SONOBA_DE_FIRE:	unique_action = new Character.SonobaDeFireAction();		break;
			case Enemy.BEHAVE_KIND.WARP_DE_FIRE:	unique_action = new Character.WarpDeFireAction();		break;
			case Enemy.BEHAVE_KIND.JUMBO:			unique_action = new Character.JumboAction();			break;
			case Enemy.BEHAVE_KIND.GOROGORO:		unique_action = new Character.GoroGoroAction();			break;
		}

		if(unique_action != null) {

			if(desc_base == null) {

				desc_base = new Character.ActionBase.DescBase();
			}

			this.behave_kind = behave_kind;

			this.unique_action = unique_action;
			this.unique_action.create(this, desc_base);

			this.basic_action.unique_action = this.unique_action;
		}
	}