//EnemyAnimationManagerに移植したソースコード。念のためコメントアウトにとどめる /* * void InitParam() * { * for (int i = 0; i < epm.closeAttacks.Count; i++) * { * c_attacks[i].attackanim = null; * c_attacks[i].attackpower = 0; * c_attacks[i].attackstrength = 0; * c_attacks[i].intervaltime = 0; * //c_attacks[i].colliders = null; * //ゲームオブジェクトのプレハブを取得すると、なぜかvector3.distanceで返したプレイヤーと敵との距離の値が不正に書き換えられる * } * * * * for (int j = 0; j < epm.behindAttacks.Count; j++) * { * b_attacks[j].attackanim = null; * b_attacks[j].attackpower = 0; * b_attacks[j].attackstrength = 0; * b_attacks[j].intervaltime = 0; * //b_attacks[j].colliders = null; * } * * * * for (int k = 0; k < epm.runtoAttacks.Count; k++) * { * r_attacks[k].attackanim = null; * r_attacks[k].attackpower = 0; * r_attacks[k].attackstrength = 0; * r_attacks[k].intervaltime = 0; * //r_attacks[k].colliders = null; * } * * * gp.parried = null; * } * * //参照されたEnemyAttackParamManagerの情報を、こちらに書き込む * * void InitAttackparams(EnemyParamTable param) * { * * for (int i = 0; i < param.closeAttacks.Count; i++) * { * c_attacks[i].attackanim = param.closeAttacks[i].attackanim; * c_attacks[i].attackpower = param.closeAttacks[i].attackpower; * c_attacks[i].attackstrength = param.closeAttacks[i].attackstrength; * c_attacks[i].intervaltime = param.closeAttacks[i].intervaltime; * * //c_attacks[i].colliders = param.closeAttacks[i].colliders; * //ゲームオブジェクトのプレハブを取得すると、なぜかvector3.distanceで返したプレイヤーと敵との距離の値が不正に書き換えられる * } * * * * for(int j =0;j<epm.behindAttacks.Count; j++) * { * b_attacks[j].attackanim = param.behindAttacks[j].attackanim; * b_attacks[j].attackpower = param.behindAttacks[j].attackpower; * b_attacks[j].attackstrength = param.behindAttacks[j].attackstrength; * b_attacks[j].intervaltime = param.behindAttacks[j].intervaltime; * //b_attacks[j].colliders = param.behindAttacks[j].colliders; * } * * * * for(int k = 0; k < epm.runtoAttacks.Count; k++) * { * r_attacks[k].attackanim = param.runtoAttacks[k].attackanim; * r_attacks[k].attackpower = param.runtoAttacks[k].attackpower; * r_attacks[k].attackstrength = param.runtoAttacks[k].attackstrength; * r_attacks[k].intervaltime = param.runtoAttacks[k].intervaltime; * //r_attacks[k].colliders = param.runtoAttack[k].colliders; * } * * * gp.parried = param.getParried.parried; * * } */ /* * //攻撃モーションに応じて、コライダー、攻撃力、攻撃強度を各"WeaponHook"ゲームオブジェクトにアタッチされた"weaponhook"に格納する * GameObject[] cattacks = GameObject.FindGameObjectsWithTag("EnemyWeaponHook_Close"); * GameObject[] battacks = GameObject.FindGameObjectsWithTag("EnemyWeaponHook_Behind"); * * w_a_close = new WeaponHook[cattacks.Length]; * w_a_behind = new WeaponHook[battacks.Length]; * * for(int i = 0; i < cattacks.Length; i++) * { * w_a_close[i] = cattacks[i].GetComponent<WeaponHook>(); * w_a_close[i].CopyCattackColliderandAttackPowerandAttackStrength(c_attacks); * w_a_close[i].CloseDamageColliders(); * } * * for(int j = 0; j < battacks.Length; j++) * { * w_a_behind[j] = battacks[j].GetComponent<WeaponHook>(); * w_a_behind[j].CopyBattackColliderandAttackPowerandAttackStrength(b_attacks); * w_a_behind[j].CloseDamageColliders(); * } * * w_a_Run= new WeaponHook[r_attacks.Length]; * GameObject[] rattacks = GameObject.FindGameObjectsWithTag("EnemyWeaponHook_RunToAttack"); * w_a_Run[0] = rattacks[0].GetComponent<WeaponHook>(); * w_a_Run[0].CopyRattackColliderandAttackPowerandAttackStrength(r_attacks); * w_a_Run[0].CloseDamageColliders(); * */ void Start() { time = 5f; states = GetComponent <EnemyStateManager>(); //states.Init(); ea_hook = GetComponent <EnemyAnimationHook>(); ea_hook.Init(); /* * em = GetComponent<EnemyAnimationManager>(); * em.Initalize1st(); */ float homingtime = 0f; homingurgency = (homingurgency == 0) ? 1 : homingurgency; homingtime = -homingurgency; }
// Use this for initialization void Start() { esm = transform.root.GetComponent <EnemyStateManager>(); }
public void Init() { ai = GetComponent <AIManager>(); est = GetComponent <EnemyStateManager>(); ParriedCol.SetActive(false); }