//?? 규태 : 값들 우선으로 고정하고, 추후에 수정한다. private void InitGameManager() { this.physicsWorldManager = GameObject.Find("PhysicsWorldManager").GetComponent <PhysicsWorldManager>(); this.playerArray = new Player[2]; this.playerController = new GameObject[2]; for (int i = 0; i < 2; i++) { this.playerArray[i] = GameObject.Find("Player_" + i).GetComponent <Player>(); this.playerController[i] = GameObject.Find("Players").transform.Find("PlayerController_" + i).gameObject; } // 게임 정보 this.eGameState = EGameState.GAME_STATE_PAUSE; this.gamePlayerCount = 2; this.gameCurrentTurn = 0; this.gameTurnLimitTime = 10000.0f; }
public virtual void InitPlayer() { this.gameObject.layer = LayerMask.NameToLayer("CGPlayer"); this.m_pwManager = GameObject.Find("PhysicsWorldManager").GetComponent <PhysicsWorldManager>(); this.m_worldSetter = GameObject.Find("WorldSetter").GetComponent <WorldSetter>(); this.m_characterController = GetComponent <CharacterController>(); // @Chan : upVector도 eCubeArea에 따라 설정되게 해야하지 않을까? 예를들어 Cube아래에 있는 캐릭터의 up vector가 전혀 다를거라서. this.m_playerUpVector = this.transform.up; this.m_originQuaternion = this.transform.localRotation; this.m_playerHeight = this.m_characterController.height; this.m_playerGravityScale = 0.25f; this.m_overlapBoxCenter = new Vector3(0.0f, 0.0f, 0.0f); this.m_overlapBoxHalfExtent = new Vector3(0.05f, 0.1f, 0.05f); SetPlayerDirectionVectors(); }