/// <summary> /// Skill listを作る. /// </summary> /// <param name="sa">Skill Array.</param> /// <param name="sd">Skill Date.</param> public void CreateSkillList(E_Delegate[] sa, string sd) { SkillCollect sc = JsonUtility.FromJson <SkillCollect> (sd); for (int i = 0; i < sa.Length; i++) { sc.skills[i].skillMethod = sa [i]; skillList.Add(sc.skills[i]); } }
public override void InitCharacter(Vector3 position) { var playerIndex = ((Player)possessedBy)?.GetPlayerIndex(); if (playerIndex != null) { Rectangle characterStartPos = scene.CharacterStartPos[(int)playerIndex]; SetSize(new Vector3(characterStartPos.Width, characterStartPos.Height, 0f)); } else { // i.e. for AI if (rep is Spritesheet) { Spritesheet repSpritesheet = (Spritesheet)rep; rep.SetSize(new Vector3(repSpritesheet.SpriteWidth, repSpritesheet.SpriteHeight, 0f)); SetSize(new Vector3(repSpritesheet.SpriteWidth, repSpritesheet.SpriteHeight, 0f)); } } SetPosition(position); CharacterPhysics = new CharacterPhysics(this, position, size, HitboxOffset, scene); (rep as Spritesheet)?.SetVisibilityLayer(1, false); skillShoot = new SkillShoot(scene, this, CharacterPhysics, CharacterConfig.SKILL_COOLDOWN_SHOOT); skillCut = new SkillCut(scene, this, CharacterPhysics, CharacterConfig.SKILL_COOLDOWN_CUT); skillCollect = new SkillCollect(scene, this, CharacterPhysics, CharacterConfig.SKILL_COOLDOWN_COLLECT); skillTrap = new SkillTrap(scene, this, this.CharacterPhysics, CharacterConfig.SKILL_COOLDOWN_TRAP); characterTreasureLostEventList = new GameEventList(); TrapDropEventList = new GameEventList(); AddTrap(); }