private eAISequence AISequence; // @brief 現在のジグザグのシーケンス #endregion #region 初期化 /// <summary> /// @brief MarkerBaseの実装 /// </summary> protected override void MarkerInitialize() { base.MarkerInitialize(); // リストの初期化 markerPos = new List <Vector2>(); AIMarkerList = new List <GameObject>(); AIMarkerList = GameObjectExtension.GetGameObject(markerObjName, DecideAIStrength()); // コンポーネントの取得 me = this.gameObject; mySail = me.transform.Find("Sail").gameObject; myHuman = me.transform.Find("Human").gameObject; getWindParam = GameObjectExtension.Find("UIWind").GetComponent <GetWindParam>(); // 変数の初期化 myRadius = transform.localEulerAngles.y; currentMarker = 0; currentHitMarker = 1; AIStatus = eAIStatus.NULL; AISequence = eAISequence.NULL; GetMarkerVec2(); currentDistance = Distance(myPos, markerPos[currentHitMarker]); NextPointDeg(); SailRotate(getWindParam.ValueWind, me.transform.localEulerAngles.y); }
private GameObject markerSign; // @brief 今目指すべきマーカーを示す矢印 protected override void MarkerInitialize() { base.MarkerInitialize(); markerSign = GameObjectExtension.Find("yajirusi"); MoveMakerPoint(); currentMarker = 0; Singleton <GameInstance> .Instance.IsGoal = false; }
private float constantValue; // @brief private void Start() { player = GameObjectExtension.Find("Player"); sail = GameObjectExtension.Find("Sail"); human = GameObjectExtension.Find("Human"); moveCircle = GameObjectExtension.Find("Circle"); shipController = gameObject.GetComponent <ShipController>(); windVec = GameObjectExtension.Find("UIWind").GetComponent <GetWindParam>(); minSpeed = 10; maxSpeed = 60; constantValue = (maxSpeed - minSpeed) / 180; CircleChangeRotate(); }
private void Start() { sail = this.transform.Find("Sail"); //human = GameObjectExtension.Find("Human"); //moveCircle = GameObjectExtension.Find("Circle"); //shipController = gameObject.GetComponent<ShipController>(); windVec = GameObjectExtension.Find("UIWind").GetComponent <GetWindParam>(); minSpeed = 10; maxSpeed = 50; //constantValue = (maxSpeed - minSpeed) / 180; //CircleChangeRotate(); }
private eAISequence AISequence; // @brief 現在のジグザグのシーケンス #endregion #region 初期化 /// <summary> /// @brief MarkerBaseの実装 /// </summary> protected override void MarkerInitialize() { base.MarkerInitialize(); // リストの初期化 markerPos = new List <Vector2>(); AIMarkerList = new List <GameObject>(); AIMarkerList = GameObjectExtension.GetGameObject(markerObjName, DecideAIStrength()); // コンポーネントの取得 me = this.gameObject; mySail = me.transform.Find("Sail").gameObject; getWindParam = GameObjectExtension.Find("UIWind").GetComponent <GetWindParam>(); // 変数の初期化 myRadius = transform.localEulerAngles.y; currentMarker = 0; currentHitMarker = 1; // ステートの初期化 AIStatus = eAIStatus.NULL; AISequence = eAISequence.NULL; AIMoveStatus = eAIMoveStatus.NULL; // 角度の取得 GetMarkerVec2(); // 取得した角度の初期化 NextPointDeg(); // セールの角度の初期化 SailRotate(getWindParam.ValueWind, me.transform.localEulerAngles.y); // 旋回速度の初期化 ChangeShipTurnSpeed(); }
public virtual void Initialize() { gameObject = GameObjectExtension.Find("Player"); }
private GetWindParam windParam; // @brief 風の情報 private void Start() { shipObj = GameObjectExtension.Find("Player"); windParam = gameObject.GetComponent <GetWindParam>(); }