/// <summary> /// セットアップ /// </summary> public virtual void Setup(Turret turret, Master.FvAttackData master) { this.turret = turret; this.turret.SetTurretController(this); this.master = master; this.skillGroupManager.AddSkillGroup(this.master.skillGroupId); }
/// <summary> /// セットアップ /// </summary> public override void Setup(Turret turret, Master.FvAttackData master) { base.Setup(turret, master); //チャージエフェクト生成 var chargeEffect = this.turret.CreateFVAPenetrationChargeEffect(true); //チャージエフェクト時間 this.chargeEffectTime = chargeEffect.GetComponent<ParticleSystem>().main.duration; //メインステートへ this.stateAction = this.MainState; }
/// <summary> /// セットアップ /// </summary> public override void Setup(Turret turret, Master.FvAttackData master) { base.Setup(turret, master); var root = this.GetBulletPrefab().transform; this.muzzles = new Transform[root.childCount]; for (int i = 0; i < this.muzzles.Length; i++) { this.muzzles[i] = root.GetChild(i); } //メインステートへ this.stateAction = this.MainState; }
/// <summary> /// セットアップ /// </summary> public override void Setup(Turret turret, Master.FvAttackData master) { base.Setup(turret, master); //弾発射 var bullet = this.turret.CreateBullet<AllRangeBullet>(this.GetBulletPrefab()); bullet.transform.localPosition = Vector3.zero; bullet.transform.up = Vector3.up; bullet.bulletBase.landingEffectPrefab = this.turret.turretBase.bulletPrefab.landingEffectPrefab; bullet.Setup(true, this.master.power, 0, this.turret.bulletData, this.skillGroupManager, this.turret); //弾発射通知 this.turret.OnShoot(bullet); //メインステートへ this.stateAction = this.MainState; }
/// <summary> /// セットアップ /// </summary> public override void Setup(Turret turret, Master.FvAttackData master) { base.Setup(turret, master); //弾発射 this.bullet = this.turret.CreateBullet<LaserBeamBullet>(this.GetBulletPrefab()); this.bulletTransform = this.bullet.transform as RectTransform; this.bullet.bulletBase.landingEffectPrefab = this.turret.turretBase.bulletPrefab.landingEffectPrefab; this.bullet.Setup(true, this.master.power, 0, turret.bulletData, this.skillGroupManager); //弾発射通知 this.turret.OnShoot(this.bullet); //制御開始 this.controller.Start(false, this.turret, this.bullet.bulletBase, this.OnFinished); //メインステートへ this.stateAction = this.MainState; }
/// <summary> /// セットアップ /// </summary> public override void Setup(Turret turret, Master.FvAttackData master) { base.Setup(turret, master); this.stateAction = this.MainState; }