Exemplo n.º 1
0
    //?? 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;
    }
Exemplo n.º 2
0
    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();
    }