public async UniTask SetupAsync(CharaStatus status) { await base.SetupAsync(); // プレイヤーが未生成ならば生成する // todo: Player情報は外から生成すること var model = Player.Model; var param = new CharaModel.Param(); param.charaType = CharaType.Player; model.Setup(param); //var status = new CharaStatus(5, 100, 5, 0); model.SetStatus(status); status.Setup(); Player.Setup(); Controls.Add(Player); Models.Add(model); }
public static void Create(EnemyControlGroup controlGroup, EnemyControl control, MasterData.Chara.EnemyMaster enemyMaster) { var model = control.Model; var param = new CharaModel.Param(); param.charaType = CharaType.Enemy; model.Setup(param); model.SetStatus(enemyMaster.Status); model.SetMaster(enemyMaster); model.Status.Setup(); control.Setup(); // AIの設定 var attackAIFactory = new AI.Attack.AttackAIFactory(enemyMaster.AttackAIData); var moveAIFactory = new AI.Move.MoveAIFactory(enemyMaster.MoveAIData); attackAIFactory.Attach(control, isResume: false); moveAIFactory.Attach(control, isResume: false); }