/// 敵の登録 public void EntryAddMonument(int chResId, float rotY, Vector3 pos) { ActorChMonument actorCh = new ActorChMonument(); actorCh.Init(); actorCh.Start(); actorChList.Add(actorCh); SetPlace((actorChList.Count - 1), rotY, pos); }
/// private メソッド ///--------------------------------------------------------------------------- /// フレーム:移動 private bool frameMove(ActorChMonument actorCh) { /* Vector3 plPos = GameCtrlManager.GetInstance().CtrlPl.GetPos(); * float rot = Common.MatrixUtil.GetPointRotY( actorCh.BaseMtx, actorCh.BasePos, plPos ); * if( actorCh.ActiveDis < 10.0f && (rot > 10.0f || rot < -10.0f) ){ * actorCh.SetStateTurn( rot ); * return true; * } */ // actorCh.SetStateMove( new Vector3( rotMtx.M31, rotMtx.M32, rotMtx.M33 ), moveSpeed, 0.0f, false ); // actorCh.SetStateMove( new Vector3( 0.0f, 0.0f, 1.0f ), moveSpeed, 0.0f, false ); actorCh.SetStateStand(); return(true); }
/// private メソッド ///--------------------------------------------------------------------------- /// フレーム:移動 private bool frameMove( ActorChMonument actorCh ) { /* Vector3 plPos = GameCtrlManager.GetInstance().CtrlPl.GetPos(); float rot = Common.MatrixUtil.GetPointRotY( actorCh.BaseMtx, actorCh.BasePos, plPos ); if( actorCh.ActiveDis < 10.0f && (rot > 10.0f || rot < -10.0f) ){ actorCh.SetStateTurn( rot ); return true; } */ // actorCh.SetStateMove( new Vector3( rotMtx.M31, rotMtx.M32, rotMtx.M33 ), moveSpeed, 0.0f, false ); // actorCh.SetStateMove( new Vector3( 0.0f, 0.0f, 1.0f ), moveSpeed, 0.0f, false ); actorCh.SetStateStand(); return true; }
/// 敵の登録 public void EntryAddMonument( int chResId, float rotY, Vector3 pos ) { ActorChMonument actorCh = new ActorChMonument(); actorCh.Init(); actorCh.Start(); actorChList.Add( actorCh ); SetPlace( (actorChList.Count-1), rotY, pos ); }