//------------------------------------------------------------------------- // ライフサイクル protected override void MyAwake() { // ユニット生成 this.cloud = MyGameObject.Create <Mover.Glow>("Cloud", CacheTransform); // 状態の構築 this.state.Add(State.Idle); this.state.Add(State.Create, OnCreateEnter, OnCreateUpdate); this.state.Add(State.Strike, OnStrikeEnter, OnStrikeUpdte); this.state.Add(State.Clear, OnClearEnter, OnClearUpdate, OnClearExit); this.state.SetState(State.Idle); }
//------------------------------------------------------------------------- // ライフサイクル protected override void MyAwake() { // ユニット生成 this.cutin = MyGameObject.Create <Mover.Glow>("CutIn", CacheTransform); // 状態の構築 this.state.Add(State.Idle); this.state.Add(State.ExpandX, OnExpandXEnter, OnExpandXUpdate); this.state.Add(State.ExpandY, OnExpandYEnter, OnExpandYUpdate); this.state.Add(State.CutIn, OnCutInEnter, OnCutInUpdate, OnCutInExit); this.state.Add(State.Execute, OnExecuteEnter, OnExecuteUpdate, OnExecuteExit); this.state.SetState(State.Idle); }