public AttackColliderProcessor CreateProcessor(AttackInfo _attack_info, StageObject _object, Collider _collider, IAttackCollider _collider_interface, Player.ATTACK_MODE attackMode = Player.ATTACK_MODE.NONE, DamageDistanceTable.DamageDistanceData damageDistanceData = null) { AttackColliderProcessor attackColliderProcessor = null; if (_attack_info is AttackHitInfo) { attackColliderProcessor = new AttackHitColliderProcessor(); } else if (_attack_info is AttackContinuationInfo) { attackColliderProcessor = new AttackContinuationColliderProcessor(); } attackColliderProcessor.SetFromInfo(_attack_info, _object, _collider, _collider_interface); attackColliderProcessor.SetAttackMode(attackMode); attackColliderProcessor.SetDamageDistanceData(damageDistanceData); AddProcessor(attackColliderProcessor); return(attackColliderProcessor); }
public virtual AttackHitColliderProcessor.HitParam SelectHitCollider(AttackHitColliderProcessor processor, List <AttackHitColliderProcessor.HitParam> hit_params) { return(hit_params[0]); }