// Use this for initialization void Start() { poison = FindObjectOfType <RaiseLair>(); timer = FindObjectOfType <TimerCountDown>(); round = FindObjectOfType <Round>(); data = FindObjectOfType <VariableData>(); healthpack = FindObjectOfType <HealthPackSpawn>(); floorFall = FindObjectOfType <FallFloor>(); doorsFall = FindObjectsOfType <Fall>(); mouseSettings = FindObjectOfType <MouseSettings>(); doorOpen = FindObjectOfType <Door_Open>(); for (int i = 0; i < doorTexts.Length; i++) { doorTexts[i].text = "You need: " + data.GetDeurToll() + " coins to open the door"; } }
} //扉の閉フラグ // Start is called before the first frame update public virtual void Start() { isOpening = false; isClosing = false; StartAngle = this.gameObject.transform.rotation.eulerAngles; var StateMachine = new CStateMachine <Door>(); m_cStateMachineList.Add(StateMachine); var DoorOpen = new Door_Open(this); var DoorClose = new Door_Close(this); m_cStateList.Add(DoorOpen); m_cStateList.Add(DoorClose); m_cStateMachineList[0].ChangeState(m_cStateList[(int)EDoorState.eClose]); }