/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { objEff = new ObjEffect(); objEff.Init(); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { objEff = new ObjEffect(); objEff.Init(); return true; }
/// public メソッド ///--------------------------------------------------------------------------- /// 初期化 public bool Init() { actorCh = new ActorChHero(); actorCh.Init(); objShadow = new ObjEffect(); objShadow.Init(); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 protected override bool DoInit() { objCh = new ObjChMonument(); objCh.Init(); objShadow = new ObjEffect(); objShadow.Init(); objShadowMax = new ObjEffect(); objShadowMax.Init(); ShadowSize = 18.0f; ShadowScale = 0; return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 protected override bool DoInit() { objCh = new ObjChMonument(); objCh.Init(); objShadow = new ObjEffect(); objShadow.Init(); objShadowMax = new ObjEffect(); objShadowMax.Init(); ShadowSize = 18.0f; ShadowScale = 0; return true; }
/// public メソッド ///--------------------------------------------------------------------------- /// 初期化 public bool Init() { actorCh = new ActorChHero(); actorCh.Init(); objShadow = new ObjEffect(); objShadow.Init(); return true; }