// ================================================================ // public override void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { base.create(behavior, desc_base); this.melee_attack = new MeleeAttackAction(); this.melee_attack.create(this.behavior); }
// ================================================================ // public override void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { base.create(behavior, desc_base); this.melee_attack = new MeleeAttackAction(); this.melee_attack.create(this.behavior); this.model = this.behavior.gameObject.findChildGameObject("model"); }
public Vector3 outlet_vector = Vector3.forward; // 제네레이터에서 튀어나올 때의 속도. // ================================================================ // // 생성합니다. public override void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { base.create(behavior, desc_base); this.motion_speed.current = 0.0f; this.motion_speed.goal = 0.0f; this.animator = this.behavior.gameObject.GetComponent <Animator>(); this.jump = new ipModule.Jump(); this.jump.gravity *= 3.0f; this.jump.bounciness = new Vector3(1.0f, -0.4f, 1.0f); }
// ================================================================ // public override void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { base.create(behavior, desc_base); this.melee_attack = new MeleeAttackAction(); this.melee_attack.create(this.behavior); this.spring = new ipModule.Spring(); this.spring.k = 300.0f; this.spring.reduce = 0.90f; // 스폰 → 착지 시에 바운드하지 않게 합니다. this.behavior.basic_action.jump.bounciness.y = 0.0f; }
// ================================================================ // public override void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { base.create(behavior, desc_base); Desc desc = desc_base as Desc; if (desc == null) { desc = new Desc(this.control.getPosition()); } this.positions[0] = desc.position0; this.positions[1] = desc.position1; this.melee_attack = new MeleeAttackAction(); this.melee_attack.create(this.behavior); }
// ================================================================ // // 생성합니다. public virtual void create(chrBehaviorEnemy behavior, ActionBase.DescBase desc_base = null) { this.behavior = behavior; this.control = behavior.control; }