/// 敵の登録 public void EntryAddEnemyHouse(int TexId, Vector3 pos) { ActorChHouse actorCh = new ActorChHouse(TexId); actorCh.Init(); actorCh.Start(); actorChList.Add(actorCh); SetPlace((actorChList.Count - 1), pos); }
/// private メソッド ///--------------------------------------------------------------------------- /// フレーム:移動 private bool frameMove(ActorChHouse actorCh) { /* Vector3 plPos = GameCtrlManager.GetInstance().CtrlPl.GetPos(); * float rot = Common.MatrixUtil.GetPointRotY( actorCh.BaseMtx, actorCh.BasePos, plPos ); * if( actorCh.ActiveDis < 10.0f && (rot > 10.0f || rot < -10.0f) ){ * actorCh.SetStateTurn( rot ); * return true; * } */ // actorCh.SetStateMove( new Vector3( rotMtx.M31, rotMtx.M32, rotMtx.M33 ), moveSpeed, 0.0f, false ); // actorCh.SetStateMove( new Vector3( 0.0f, 0.0f, 1.0f ), moveSpeed, 0.0f, false ); actorCh.SetStateStand(); return(true); }
/// private メソッド ///--------------------------------------------------------------------------- /// フレーム:移動 private bool frameMove( ActorChHouse actorCh ) { /* Vector3 plPos = GameCtrlManager.GetInstance().CtrlPl.GetPos(); float rot = Common.MatrixUtil.GetPointRotY( actorCh.BaseMtx, actorCh.BasePos, plPos ); if( actorCh.ActiveDis < 10.0f && (rot > 10.0f || rot < -10.0f) ){ actorCh.SetStateTurn( rot ); return true; } */ // actorCh.SetStateMove( new Vector3( rotMtx.M31, rotMtx.M32, rotMtx.M33 ), moveSpeed, 0.0f, false ); // actorCh.SetStateMove( new Vector3( 0.0f, 0.0f, 1.0f ), moveSpeed, 0.0f, false ); actorCh.SetStateStand(); return true; }
/// 敵の登録 public void EntryAddHouse( int TexId ,Vector3 pos) { ActorChHouse actorCh = new ActorChHouse(TexId); actorCh.Init(); actorCh.Start(); actorChList.Add( actorCh ); SetPlace( (actorChList.Count-1), pos ); }