/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { /// 形状生成 shapeColl = new ShapeTriangles[(int)ShapeTypeId.Max]; float[] posData; /// 地面の登録 posData = ShapeStageData.Positions00; makeShapeColl((int)ShapeTypeId.MoveGround, posData); /// 砂地地面の登録 posData = ShapeStageData.Positions01; makeShapeColl((int)ShapeTypeId.MoveGround2, posData); /// キャラ移動壁の登録 posData = ShapeStageData.Positions50; makeShapeColl((int)ShapeTypeId.MoveWall, posData); /// 魔法移動壁の登録 posData = ShapeStageData.Positions51; makeShapeColl((int)ShapeTypeId.MoveMagic, posData); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); useMdlSkyHdl = new Common.ModelHandle(); useMdlSkyHdl.Init(); Brightness = 0.0f; return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); baseScale = new Vector3( 1.0f, 1.0f, 1.0f ); return true; }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); baseScale = new Vector3(1.0f, 1.0f, 1.0f); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { shapeColl = new ShapeTriangles(); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); return true; }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { shapeColl = new ShapeTriangles(); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); useMdlEffHdl = new Common.ModelHandle(); useMdlEffHdl.Init(); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); useMdlEffHdl = new Common.ModelHandle(); useMdlEffHdl.Init(); return true; }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { shapeMove = null; shapeMove = new ShapeSphere(); shapeMove.Init(1); shapeMove.Set( 0, new Vector3(0.0f, 0.0f, 0.0f), objWidth ); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); baseScale = new Vector3( 1.0f, 1.0f, 1.0f ); return true; }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { shapeMove = null; shapeMove = new ShapeSphere(); shapeMove.Init(1); shapeMove.Set(0, new Vector3(0.0f, 0.0f, 0.0f), objWidth); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); baseScale = new Vector3(1.0f, 1.0f, 1.0f); return(true); }
/// 継承メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool DoInit() { /// 形状生成 shapeColl = new ShapeTriangles[(int)ShapeTypeId.Max]; float[] posData; /// 地面の登録 posData = ShapeStageData.Positions00; makeShapeColl( (int)ShapeTypeId.MoveGround, posData ); /// 砂地地面の登録 posData = ShapeStageData.Positions01; makeShapeColl( (int)ShapeTypeId.MoveGround2, posData ); /// キャラ移動壁の登録 posData = ShapeStageData.Positions50; makeShapeColl( (int)ShapeTypeId.MoveWall, posData ); /// 魔法移動壁の登録 posData = ShapeStageData.Positions51; makeShapeColl( (int)ShapeTypeId.MoveMagic, posData ); useMdlHdl = new Common.ModelHandle(); useMdlHdl.Init(); useMdlSkyHdl = new Common.ModelHandle(); useMdlSkyHdl.Init(); Brightness = 0.0f; return true; }