Esempio n. 1
0
    /* *
     * 初期化に関するメソッド
     * */

    void Start()
    {
        canWallBroken     = false;
        currentWallStatus = wallDestructionStatus.STANDING;
        m_BreakSmoke      = Resources.Load("Prefabs/Particles/BreakSmoke") as GameObject;
        m_BreakFire       = Resources.Load("Prefabs/Particles/BreakFire") as GameObject;
    }
Esempio n. 2
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 void WallStatus()
 {
     if (currentWallStatus == wallDestructionStatus.STANDING && CanDestroyWall())
     {
         this.gameObject.collider.enabled = false;
         GameObject.Instantiate(m_BreakSmoke, this.transform.position + Vector3.up * 5, Quaternion.identity);
         GameObject.Instantiate(m_BreakFire, this.transform.position + Vector3.up * 5, Quaternion.identity);
         currentWallStatus = wallDestructionStatus.FALLING;
     }
     else if (currentWallStatus == wallDestructionStatus.FALLING)
     {
         ProcessDestruction();
     }
 }
Esempio n. 3
0
 /* *
  * 初期化に関するメソッド
  * */
 void Start()
 {
     canWallBroken = false;
     currentWallStatus = wallDestructionStatus.STANDING;
     m_BreakSmoke = Resources.Load("Prefabs/Particles/BreakSmoke") as GameObject;
     m_BreakFire = Resources.Load("Prefabs/Particles/BreakFire") as GameObject;
 }
Esempio n. 4
0
 void WallStatus()
 {
     if (currentWallStatus == wallDestructionStatus.STANDING && CanDestroyWall())
     {
         this.gameObject.collider.enabled = false;
         GameObject.Instantiate(m_BreakSmoke, this.transform.position + Vector3.up * 5, Quaternion.identity);
         GameObject.Instantiate(m_BreakFire, this.transform.position + Vector3.up * 5, Quaternion.identity);
         currentWallStatus = wallDestructionStatus.FALLING;
     }
     else if (currentWallStatus == wallDestructionStatus.FALLING)
     {
         ProcessDestruction();
     }
 }