Пример #1
0
 public WeaponState(Weapon weapon, WeaponStateMachine stateMachine, WeaponData weaponData, string animBoolName)
 {
     this.weapon       = weapon;
     this.stateMachine = stateMachine;
     this.weaponData   = weaponData;
     this.animBoolName = animBoolName;
 }
Пример #2
0
    private void Awake()
    {
        StateMachine = new WeaponStateMachine();

        IdleState  = new WeaponIdleState(this, StateMachine, weaponData, "idle");
        ShootState = new WeaponShootState(this, StateMachine, weaponData, "hasShot");
        JamState   = new WeaponJamState(this, StateMachine, weaponData, "jammed");
    }
    public override void Initialize(GameObject callObj)
    {
        stateMachine = callObj.GetComponent <WeaponStateMachine>();
        statusList   = stateMachine.GetStatusList();
        curImageNum  = stateMachine.GetCurrentStateNum();

        //枠を取得
        frames = new Image[weapons.Length];
        for (int i = 0; i < weapons.Length; i++)
        {
            frames[i] = weapons[i].GetComponentInChildren <Image>();
        }
    }
    private bool useWarp;                          //カメラをワープ移動させるか

    //初期化関数
    void Start()
    {
        type               = DirectorType.Character;
        stateMachine       = GetComponent <PlayerStateMachine>();
        weaponStateMachine = GetComponentInChildren <WeaponStateMachine>();
        charCon            = GetComponent <CharacterController>();
        status             = GetComponent <PlayerStatus>();
        baseObserver       = new List <BaseObserver>();
        anim               = GetComponent <Animator>();
        nUW         = false;
        initialized = false;
        obCamera    = GetComponent <SlideMoveCamera>();
        useWarp     = false;
    }
Пример #5
0
    private static GameDirector gameDirector;      //シングルトン


    void Start()
    {
        if (ui_Director == null)
        {
            Debug.Log("ui_Directorがnull");
        }
        if (playerDirector == null)
        {
            Debug.Log("player_Directorがnull");
        }
        if (bossDirector == null)
        {
            Debug.Log("boss_Directorがnull");
        }
        if (animDirector == null)
        {
            Debug.Log("anim_Directorがnull");
        }

        enemyDirectors = new List <EnemyDirector>();
        otherDirectors = new List <OtherDirector>();
        cameraDirector = Camera.main.GetComponent <CameraDirector>();
        charaFreeze    = GetComponent <CharacterFreeze>();
        cameraFreeze   = GetComponent <CameraFreeze>();
        otherFreeze    = GetComponent <OtherFreeze>();
        audioDirector  = Camera.main.GetComponent <AudioDirector>();
        gameDirector   = this;

        canDoDirector      = true;
        isWeaponFreezed    = false;
        weaponStateMachine = playerDirector.GetComponentInChildren <WeaponStateMachine>();

        freezeCount = 0;
        freezeList  = new List <GameObject>();
        isPaused    = false;

        Application.targetFrameRate = 60;
    }
Пример #6
0
    }                              //別の武器切り替え直前に呼ばれる関数

    public virtual void IsChanging(WeaponStateMachine upperState)
    {
    }                                                                 //武器切り替え関数
Пример #7
0
 public WeaponJamState(Weapon weapon, WeaponStateMachine stateMachine, WeaponData weaponData, string animBoolName) : base(weapon, stateMachine, weaponData, animBoolName)
 {
 }
Пример #8
0
 public override void IsChanging(WeaponStateMachine upperState)
 {
 }
    private WeaponStateMachine stateMachine;            //武器の状態遷移管理変数

    //初期化関数
    void Start()
    {
        stateMachine = GetComponent <WeaponStateMachine>();
    }