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);
    }
Пример #2
0
 public virtual AttackHitColliderProcessor.HitParam SelectHitCollider(AttackHitColliderProcessor processor, List <AttackHitColliderProcessor.HitParam> hit_params)
 {
     return(hit_params[0]);
 }