Пример #1
0
 //ラックを設定する=========================================================
 //  全てのプレイヤーに対してラックを代入する
 //=========================================================================
 public void SendRack(RackState aRack)
 {
     for (int i = 0; i < m_PlayerArr.Length; i++)
     {
         m_PlayerArr[i].SetRack(aRack);
     }
 }
Пример #2
0
    }                                                  //NPCか否か

    ///////////////////////////////////////////////////////////////////////////
    //  公開関数
    ///////////////////////////////////////////////////////////////////////////
    //データ設定===============================================================
    public void Initialize(PlayerCharStateData aData)
    {
        //モデル変更
        this.ModeChange(Database.obj.GetPlayerModel(aData.modelId));

        //アンカー
        m_AncData       = m_CouresAncs.GetAnc(0);
        m_AncDataGround = m_CouresAncs.GetAnc(0);

        //ステータス
        m_wait     = aData.wait;
        m_Gravity  = new GravityStatus();
        m_Speed    = new SpeedStatus(aData.accel, aData.turn, aData.maxSpeed);
        m_Jump     = new JumpStatus();
        m_Glider   = new GliderStatus();
        m_Heat     = new HeatStatus();
        m_Rack     = RackState.READY;
        m_GoalData = new GoalData();

        //ステート
        m_TrgState = new BoolArray32(false);
        m_NowState = new BoolArray32(false);

        InputStart();   //入力
        CameraStart();  //カメラ

        SpeedStart();   //速度・方向
        StartPhysics(); //重力やレイキャスト
        SpwanStart();   //復帰する処理用
        TurnnStart();   //ターン

        GoalStart();
    }
Пример #3
0
 //ラックを設定する=========================================================
 //  全てのプレイヤーに対してラックを代入する
 //=========================================================================
 public void SendRack(RackState aRack)
 {
     for(int i = 0; i < m_PlayerArr.Length; i++) {
         m_PlayerArr[i].SetRack(aRack);
     }
 }
    //ラック変更===============================================================
    public void SetRack(RackState aRackState)
    {
        m_Rack = aRackState;

        InputLock = (m_Rack == RackState.READY);
    }
    ///////////////////////////////////////////////////////////////////////////
    //  公開関数
    ///////////////////////////////////////////////////////////////////////////
    //データ設定===============================================================
    public void Initialize(PlayerCharStateData aData)
    {
        //モデル変更
        this.ModeChange(Database.obj.GetPlayerModel(aData.modelId));

        //アンカー
        m_AncData        = m_CouresAncs.GetAnc(0);
        m_AncDataGround  = m_CouresAncs.GetAnc(0);

        //ステータス
        m_wait  = aData.wait;
        m_Gravity    = new GravityStatus();
        m_Speed      = new SpeedStatus(aData.accel, aData.turn, aData.maxSpeed);
        m_Jump       = new JumpStatus();
        m_Glider     = new GliderStatus();
        m_Heat       = new HeatStatus();
        m_Rack       = RackState.READY;
        m_GoalData   = new GoalData();

        //ステート
        m_TrgState = new BoolArray32(false);
        m_NowState    = new BoolArray32(false);

        InputStart();   //入力
        CameraStart(); //カメラ

        SpeedStart();   //速度・方向
        StartPhysics(); //重力やレイキャスト
        SpwanStart();   //復帰する処理用
        TurnnStart();   //ターン

        GoalStart();
    }
Пример #6
0
    //ラック変更===============================================================
    public void SetRack(RackState aRackState)
    {
        m_Rack = aRackState;

        InputLock = (m_Rack == RackState.READY);
    }