//---------------------------------------------------------------------- // 初期化 //---------------------------------------------------------------------- // @Param none // @Return bool 成功か失敗 // @Date 2014/10/24 @Update 2014/10/24 @Author T.Kawashita //---------------------------------------------------------------------- protected bool Init() { m_pos = new Vector3(0.0f, 0.0f, 0.0f); m_speed = new Vector3(0.0f, 0.0f, 0.0f); m_angle = new Vector3(0.0f, 0.0f, 0.0f); m_status = CPlayerManager.ePLAYER_STATUS.eWAIT; m_oldStatus = CPlayerManager.ePLAYER_STATUS.eNONE; m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER; m_human = new CHuman(); m_playerData = new CPlayerData(); m_action = new CPlayerAction(); m_chargeFrame = 0; m_isRtPress = false; m_isLtPress = false; m_isBall = false; m_isGetBall = false; m_isOverRimit = false; m_isSE = false; m_gauge = this.transform.GetComponent <CPlayerGauge>(); m_playerSE = this.transform.GetComponent <CPlayerSE>(); return(true); }
//---------------------------------------------------------------------- // ゴールした後のリスタート //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/11/25 @Update 2014/11/25 @Author T.Kawashita //---------------------------------------------------------------------- protected virtual bool Restart() { // 位置と回転をセットしなおす m_pos = new Vector3(m_playerData.m_xPos, m_playerData.m_yPos, m_playerData.m_zPos); this.transform.localPosition = m_pos; m_angle = new Vector3(0.0f, 0.0f, 0.0f); this.transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f); // 状態を変更 this.m_status = CPlayerManager.ePLAYER_STATUS.eCOUNTDOWN; this.m_oldStatus = CPlayerManager.ePLAYER_STATUS.eNONE; this.m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER; // アニメーションを元に戻す this.m_speed = new Vector3(0.0f, 0.0f, 0.0f); // ボールの取れる範囲をセット this.GetComponent <SphereCollider>().radius = m_human.m_holdRangeRadius; this.transform.FindChild("PlayerEffect").transform.GetComponent <CEffect>().OverRimitOff(); // その他変数初期化 m_chargeFrame = 0; m_isBall = false; m_isLtPress = false; m_isRtPress = false; m_isOverRimit = false; m_isSE = false; return(true); }
//---------------------------------------------------------------------- // コンストラクタ //---------------------------------------------------------------------- // @Param none // @Return none // @Date 2014/10/14 @Update 2014/10/14 @Author T.Kawashita //---------------------------------------------------------------------- void Start() { m_pos = new Vector3(); m_speed = new Vector3(); m_angle = new Vector3(); m_status = CPlayerManager.ePLAYER_STATUS.eNONE; m_oldStatus = CPlayerManager.ePLAYER_STATUS.eNONE; m_viewPointStatus = CPlayerManager.eVIEW_POINT_STATUS.ePLAYER; m_human = new CHuman(); m_playerData = new CPlayerData(); m_action = new CPlayerAction(); m_chargeFrame = 0; m_isRtPress = false; m_isLtPress = false; m_isBall = false; m_isGetBall = false; m_isOverRimit = false; m_isSE = false; }