Esempio n. 1
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        private Transform target; // ロックオン対象

        #endregion Fields

        #region Constructors

        /// <summary>
        /// プレイヤーカメラの動作
        /// </summary>
        /// <param name="controller">カメラを制御するためのクラス</param>
        /// <param name="horizontalRotationSpeed">プレイヤーがカメラを操作するときの水平方向移動速度</param>
        /// <param name="verticalRotationSpeed">プレイヤーがカメラを操作するときの垂直方向移動速度</param>
        public PlayerCamera(CameraController controller, float horizontalRotationSpeed, float verticalRotationSpeed)
        {
            this.controller = controller;
            cameraTransform = controller.cameraTransform;
            this.horizontalRotationSpeed = horizontalRotationSpeed;
            this.verticalRotationSpeed = verticalRotationSpeed;
            player = GameManager.instance.player;
        }
Esempio n. 2
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        protected virtual void Start()
        {
            if (!baseEnemyAI)
            {
                Debug.LogError("BaseEnemyAIが存在しません");
            }

            if (currentState != EnemyState.Idle)
            {
                currentState = EnemyState.Idle;
            }

            cameraController = GameObject.FindGameObjectWithTag(TagName.CameraController).GetComponent<CameraController>();
        }
Esempio n. 3
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        protected virtual void Start()
        {
            if (currentState != EnemyState.Bone)
            {
                currentState = EnemyState.Bone;
            }

            cameraController = GameObject.FindGameObjectWithTag(TagName.CameraController).GetComponent<CameraController>();
        }
Esempio n. 4
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        void Start()
        {
            // リソースロード
            autoLockOnIconSprite = Resources.Load<Sprite>("Sprites/AutoLockOnIcon");
            manualLockOnIconSprite = Resources.Load<Sprite>("Sprites/ManualRockOnIcon");
            barrierPrefab = Resources.Load<GameObject>("Prefabs/Effects/Barrier/Barrier");
            cameraRigPrefab = Resources.Load<GameObject>("Prefabs/Player/CameraRig");

            characterController = GetComponent<CharacterController>();
            GameObject cameraRig = GameObject.FindGameObjectWithTag(TagName.CameraController);
            if (cameraRig == null)
            {
                cameraRig = Instantiate(cameraRigPrefab);
            }
            cameraController = cameraRig.GetComponent<CameraController>();
            cameraController.target = transform;

            //playerTrampled = GetComponentInChildren<PlayerTrampled>();
            playerCamera = new PlayerCamera(cameraController, horizontalRotationSpeed, verticalRotationSpeed);
            animator = GetComponentInChildren<Animator>(); // アニメーションをコントロールするためのAnimatorを子から取得
            meshRoot = animator.transform; // Animatorがアタッチされているのがメッシュのはずだから

            // ジャンプできる高さから初速を計算(√2gh)
            jumpPower = Mathf.Sqrt(2.0f * -Physics.gravity.y * jumpHeight);
            highJumpPower = Mathf.Sqrt(2.0f * -Physics.gravity.y * highJumpHeight);

            if (autoLockOnArea == null)
            {
                Debug.Log(typeof(ContainedObjects) + " が見つかりません");
            }

            speedID = Animator.StringToHash("Speed");
            isJumpID = Animator.StringToHash("IsJump");
            isGroundedID = Animator.StringToHash("IsGrounded");
            isTrampledID = Animator.StringToHash("IsTrampled");
            isFallID = Animator.StringToHash("IsFall");
            isDamageID = Animator.StringToHash("IsDamage");

            attackFlow = new PlayerAttackFlow(animator);

            // 初期状態へ
            currentState = new NormalState(this);

            // ロックオンアイコン用のCanvas
            UICanvasGenerator.FollowIconCanvasGenerate();
            GameObject lockOnIconPrefab = Resources.Load<GameObject>("Prefabs/UI/LockOnIcon");
            lockOnIcon = Instantiate(lockOnIconPrefab).GetSafeComponent<FollowIcon>();
            lockOnIcon.Hide();

            powerPointPrefab = Resources.Load<GameObject>("Prefabs/Effects/PowerPoint");

            // 結界の点を生成するためのスクリプトをアタッチ
            powerPointCreator = gameObject.AddComponent<PowerPointCreator>();
        }