public void Play(Action callBack) { this._isPlaying = true; this._actCallback = callBack; this.stateType = ProdTorpedoSalvoPhase3.StateType.Attack; BattleShips battleShips = BattleTaskManager.GetBattleShips(); battleShips.SetBollboardTarget(true, this._fieldCam[0].get_transform()); battleShips.SetBollboardTarget(false, this._fieldCam[1].get_transform()); BattleTaskManager.GetBattleShips().SetTorpedoSalvoWakeAngle(true); this.CreateTorpedoWake(); if (this._isProtect[0]) { this._fieldCam[0].get_transform().set_position(new Vector3(this._torpedoProtect._listBattleShipF.get_Item(0).get_transform().get_position().x, 7.5f, -40f)); this._fieldCam[0].get_transform().set_localRotation(Quaternion.Euler(new Vector3(10.5f, 0f, 0f))); } if (this._isProtect[1]) { this._fieldCam[1].get_transform().set_position(new Vector3(this._torpedoProtect._listBattleShipE.get_Item(0).get_transform().get_position().x, 7.5f, 42f)); this._fieldCam[1].get_transform().set_localRotation(Quaternion.Euler(new Vector3(10.5f, 180f, 0f))); } if (this._isProtect[0] || this._isProtect[1]) { this._torpedoProtect.Play(new Action(this._torpedoInjection)); } else { this._torpedoInjection(); } }
public bool Initialize(RaigekiModel model, PSTorpedoWake psTorpedo) { this._fTime = 0f; this._isTorpedoHit = new bool[2]; this._isProtect = new bool[2]; this.stateType = ProdTorpedoSalvoPhase3.StateType.None; this._clsRaigeki = model; this._torpedoParticle = psTorpedo; this._fBattleship = BattleTaskManager.GetBattleShips().dicFriendBattleShips; this._eBattleship = BattleTaskManager.GetBattleShips().dicEnemyBattleShips; this._listPSTorpedoWake = new List <PSTorpedoWake>(); this._fieldCam = new BattleFieldCamera[2]; this._fieldCam[0] = BattleTaskManager.GetBattleCameras().friendFieldCamera; this._fieldCam[1] = BattleTaskManager.GetBattleCameras().enemyFieldCamera; this._torpedoProtect = this.transform.SafeGetComponent <ProdTorpedoProtect>(); this._torpedoProtect._init(); return(true); }
private void _setState(ProdTorpedoSalvoPhase3.StateType state) { this.stateType = state; this._fTime = 0f; }