// Use this for initialization void Start() { switch (Random.Range(0, 2)) { case 0: // 上から下 sp.addPos(new Vector3(-16.0f, 0.0f, 90.0f)); sp.addPos(new Vector3(-16.0f, 0.0f, 59.2f)); sp.addPos(new Vector3(-18.2f, 0.0f, 31.6f)); sp.addPos(new Vector3(-25.1f, 0.0f, 13.6f)); sp.addPos(new Vector3(-23.4f, 0.0f, -7.6f)); sp.addPos(new Vector3(-25.0f, 0.0f, -41.3f)); sp.addPos(new Vector3(-23.7f, 0.0f, -79.0f)); sp.addPos(new Vector3(-23.9f, 0.0f, -104.0f)); bUpper_ = true; warningTriggerZ_ = 65.0f; break; case 1: // 下から上 sp.addPos(new Vector3(-7.9f, 0.0f, -99.7f)); sp.addPos(new Vector3(-6.3f, 0.0f, -76.8f)); sp.addPos(new Vector3(7.0f, 0.0f, -55.6f)); sp.addPos(new Vector3(19.4f, 0.0f, -43.6f)); sp.addPos(new Vector3(23.8f, 0.0f, -18.1f)); sp.addPos(new Vector3(19.6f, 0.0f, 18.4f)); sp.addPos(new Vector3(4.0f, 0.0f, 37.8f)); sp.addPos(new Vector3(-4.0f, 0.0f, 56.9f)); sp.addPos(new Vector3(-4.0f, 0.0f, 76.6f)); sp.addPos(new Vector3(-4.0f, 0.0f, 108.6f)); bUpper_ = false; warningTriggerZ_ = -68.9f; break; } sp.setup(); initY_ = transform.localPosition.y; float overDist = 0.0f; sp.getPos(0.0f, out prePos_, out overDist); prePos_.y = initY_; transform.localPosition = prePos_; spotLight_.gameObject.SetActive(false); state_ = new State_Move(this); }
protected virtual void Awake() { myRigidbody = GetComponent <Rigidbody2D>(); //Animation myAnimator = GetComponent <Animator>(); //State attackState = GetComponent <State_Attack>(); deathState = GetComponent <State_Death>(); dodgeState = GetComponent <State_Dodge>(); guardState = GetComponent <State_Guard>(); hitState = GetComponent <State_Hit>(); idleState = GetComponent <State_Idle>(); moveState = GetComponent <State_Move>(); battle_idleState = GetComponent <State_Battle_Idle>(); skillUseState = GetComponent <State_SkillUse>(); targetSearchState = GetComponent <State_TargetSearch>(); }
// Click Backword Button public void OnClick_Backword() { Debug.Log("OnClick_Backword!"); eState_Move = State_Move.backword; }
// Click Forword Button public void OnClick_Forword() { Debug.Log("OnClick_Forword!"); eState_Move = State_Move.forword; }