public void set_collision( COLTYPE coltype, GameObject obj, float x, float y, float w, float h, int hitparam, int damege ) { int i; for ( i = 0; i < COLLISION_MAX; i++ ) { if ( collision[i].life <= 0 ) { collision[i].Clear(); collision[i].life = 1; //蟄伜惠縺ョ譛臥┌ collision[i].coltype = coltype; //遞ョ鬘? collision[i].obj = obj; //繧ェ繝悶ず繧ァ繧ッ繝? collision[i].x = x; //菴咲スョ 繧ュ繝」繝ゥ繧ッ繧ソ繝シ縺ョ荳ュ螟ョ縺九i縺ョ繧ェ繝輔そ繝?ヨ collision[i].y = y; //菴咲スョ 繧ュ繝」繝ゥ繧ッ繧ソ繝シ縺ョ荳ュ螟ョ縺九i縺ョ繧ェ繝輔そ繝?ヨ collision[i].w = w; //繧オ繧、繧コ collision[i].h = h; //繧オ繧、繧コ collision[i].hitparam = hitparam; //蛻、螳壹?遞ョ鬘? collision[i].damege = damege; //逶ク謇九∈縺ョ繝?繝。繝シ繧ク break; } } }
public float y; //菴咲スョ 繧ュ繝」繝ゥ繧ッ繧ソ繝シ縺ョ荳ュ螟ョ縺九i縺ョ繧ェ繝輔そ繝?ヨ #endregion Fields #region Methods public void Clear( ) { life = 0; //蟄伜惠縺ョ譛臥┌ coltype = COLTYPE.EN_COLTYPE_NONE; //繧ウ繝ェ繧ク繝ァ繝ウ繧ソ繧、繝? obj = null; //髢「騾」縺励※繧九く繝」繝ゥ繧ッ繧ソ繝シ x = 0.0f; //菴咲スョ 繧ュ繝」繝ゥ繧ッ繧ソ繝シ縺ョ荳ュ螟ョ縺九i縺ョ繧ェ繝輔そ繝?ヨ y = 0.0f; //菴咲スョ 繧ュ繝」繝ゥ繧ッ繧ソ繝シ縺ョ荳ュ螟ョ縺九i縺ョ繧ェ繝輔そ繝?ヨ w = 0.0f; //繧オ繧、繧コ h = 0.0f; //繧オ繧、繧コ hitparam = 0; //蛻、螳壹?遞ョ鬘? damege = 0; //逶ク謇九∈縺ョ繝?繝。繝シ繧ク }