/// 敵の登録 public void EntryAddWall(int TexId, Vector3 pos1, Vector3 pos2) { ActorChWall actorCh = new ActorChWall(TexId, pos1, pos2); actorCh.Init(); actorCh.Start(); actorChList.Add(actorCh); SetPlace((actorChList.Count - 1), 0.0f, (pos1 + pos2) / 2); }
/// private メソッド ///--------------------------------------------------------------------------- /// フレーム:移動 private bool frameMove(ActorChWall 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( ActorChWall 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 EntryAddWall( int TexId, Vector3 pos1 ,Vector3 pos2 ) { ActorChWall actorCh = new ActorChWall(TexId ,pos1 ,pos2); actorCh.Init(); actorCh.Start(); actorChList.Add( actorCh ); SetPlace( (actorChList.Count-1), 0.0f, (pos1+pos2)/2 ); }