void Start() { enemyManager = GetComponent <EnemyManager>(); topEnemy = GameObject.Find("Enemy_Top_mixamorig:Hips"); bottomEnemy = GameObject.Find("Enemy_Bottom_mixamorig:Hips"); //敵の初期ポジションを格納 topPos = topEnemy.transform.position; bottomPos = bottomEnemy.transform.position; //敵共有クールタイム initCoolT = 0; //快眠ポイントに応じたステータス reAppStatus = ReAppearState.reApp910; t = new float[2]; t[0] = t[1] = 0; Cnt = new float[2]; Cnt[0] = Cnt[1] = 0; Reappear = new int[2]; Reappear[0] = Reappear[1] = 0; Parent_handleg1 = new List <GameObject>(); //手足のリスト Parent_handleg2 = new List <GameObject>(); //パーツの追加 #region Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:LeftArm")); //0 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:LeftForeArm")); //1 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:RightArm")); //2 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:RightForeArm")); //3 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:LeftUpLeg")); //4 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:LeftLeg")); //5 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:RightUpLeg")); //6 Parent_handleg1.Add(GameObject.Find("Enemy_Top_mixamorig:RightLeg")); //7 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:LeftArm")); //0 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:LeftForeArm")); //1 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:RightArm")); //2 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:RightForeArm")); //3 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:LeftUpLeg")); //4 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:LeftLeg")); //5 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:RightUpLeg")); //6 Parent_handleg2.Add(GameObject.Find("Enemy_Bottom_mixamorig:RightLeg")); //7 #endregion m_rotate_min = m_rand_rotate_Min / 360; //ランダム最小角度 m_rotate_max = m_rand_rotate_Max / 360; //ランダム最大角度 //難易度設定 ChangeLevel(); }
void Start() { //確認用 topPos = topEnemy.transform.position; bottomPos = bottomEnemy.transform.position; // initCoolT = 0; reAppStatus = ReAppearState.reApp910; t = new float[2]; t[0] = t[1] = 0; Cnt = new float[2]; Cnt[0] = Cnt[1] = 0; Reappear = new int[2]; Reappear[0] = Reappear[1] = 0; Parent_handleg1 = new List <GameObject>(); //手足のリスト Parent_handleg2 = new List <GameObject>(); //パーツの追加 #region Parent_handleg1.Add(GameObject.Find("Enemy_LeftHand1")); //0 Parent_handleg1.Add(GameObject.Find("Enemy_LeftHand2")); //1 Parent_handleg1.Add(GameObject.Find("Enemy_RightHand1")); //2 Parent_handleg1.Add(GameObject.Find("Enemy_RightHand2")); //3 Parent_handleg1.Add(GameObject.Find("Enemy_LeftLeg1")); //4 Parent_handleg1.Add(GameObject.Find("Enemy_LeftLeg2")); //5 Parent_handleg1.Add(GameObject.Find("Enemy_RightLeg1")); //6 Parent_handleg1.Add(GameObject.Find("Enemy_RightLeg2")); //7 Parent_handleg2.Add(GameObject.Find("Enemy2_LeftHand1")); //0 Parent_handleg2.Add(GameObject.Find("Enemy2_LeftHand2")); //1 Parent_handleg2.Add(GameObject.Find("Enemy2_RightHand1")); //2 Parent_handleg2.Add(GameObject.Find("Enemy2_RightHand2")); //3 Parent_handleg2.Add(GameObject.Find("Enemy2_LeftLeg1")); //4 Parent_handleg2.Add(GameObject.Find("Enemy2_LeftLeg2")); //5 Parent_handleg2.Add(GameObject.Find("Enemy2_RightLeg1")); //6 Parent_handleg2.Add(GameObject.Find("Enemy2_RightLeg2")); //7 #endregion m_rand_rotate_min = 0.0556f; m_rand_rotate_max = 0.1667f; SetParts_up(); SetParts_down(); }
//再出現時の行動判別 public void ReAppear(GameObject obj) { //快眠ポイント取得 int point = GetComponent <SleepGageScript>().sleepPoint; if (point >= 1 && point <= 2) //快眠ポイントが1~2のとき { reAppStatus = ReAppearState.reApp12; } else if (point >= 3 && point <= 4) //快眠ポイントが3~4のとき { reAppStatus = ReAppearState.reApp34; } else if (point >= 5 && point <= 6) //快眠ポイントが5~6のとき { reAppStatus = ReAppearState.reApp56; } else if (point >= 7 && point <= 8) //快眠ポイントが7~8のとき { reAppStatus = ReAppearState.reApp78; } else if (point <= 10) //快眠ポイントが9~10のとき { reAppStatus = ReAppearState.reApp910; } if (obj.name == topEnemy.name) //上エネミ― { ReAppear_top(obj); Reappear[0] = 3; //再出現後の行動回数 } else if (obj.name == bottomEnemy.name) //下エネミー { ReAppear_bottom(obj); Reappear[1] = 3; //再出現後の行動回数 } //一部ジョイントを繋げる ConnectedBody(obj, true); }
public void ReAppear(GameObject obj) //再出現時の行動判別 { //快眠ポイント取得 int point = GameObject.Find("ScriptController").GetComponent <SleepGageScript>().sleepPoint; if (point >= 1 && point <= 2) //快眠ポイントが1~2のとき { reAppStatus = ReAppearState.reApp12; } else if (point >= 3 && point <= 4) //快眠ポイントが3~4のとき { reAppStatus = ReAppearState.reApp34; } else if (point >= 5 && point <= 6) //快眠ポイントが5~6のとき { reAppStatus = ReAppearState.reApp56; } else if (point >= 7 && point <= 8) //快眠ポイントが7~8のとき { reAppStatus = ReAppearState.reApp78; } else if (point <= 10) //快眠ポイントが9~10のとき { reAppStatus = ReAppearState.reApp910; } if (obj.name == "Model_enemyTest") //上エネミ― { ReAppear_top(obj); Reappear[0] = 3; } else if (obj.name == "Model_enemy2Test") //下エネミー { ReAppear_bottom(obj); Reappear[1] = 3; } }