示例#1
0
 /// <summary>
 /// キャラクター生成定義を生成する。
 /// </summary>
 /// <param name="defCh">生成するキャラクターの定義</param>
 ///
 /// <param name="ch">生成されるキャラクターの性格定義</param>
 ///
 /// <param name="weight">生成確率や生成数にかかわる重み</param>
 ///
 public EntryUnit(_CharacterClassDefinition defCh, _Action3.CharacterInfo ch, float weight)
 {
     this.definition = defCh;
     this.ch         = ch;
     this.weight     = weight;
 }
示例#2
0
    void ev()
    {
        var ch = new _Action3.CharacterInfo();

        ch.aggressive  = _Action3.CharacterInfo.EnAggressive.middle;
        ch.obedience   = _Action3.CharacterInfo.EnObedience.middle;
        ch.persistence = _Action3.CharacterInfo.EnPersistence.middle;

        var e0 = new ActivityGroupDefines.ToCreateWithSpawn();

        e0.waitTime                = 0.0f;
        e0.pos                     = Vector3.zero + Vector3.up * 10.0f;
        e0.rot                     = Quaternion.identity;
        e0.spawn.intervalTime      = 0.1f;
        e0.spawn.targetMemberCount = 500;
        e0.territory               = 1.0f;
        e0.maxStayCapacity         = 200;
        //e0.entries.setEntries( new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 0 ), ch, 40.0f ) );
        e0.entries.setEntries(
            new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(0), ch, 50.0f),
            new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(2), ch, 30.0f),
            new CharacterFactory.EntryUnit(characterFactory.GetCharacterDefinition(1), ch, 5.0f)
            //	new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 3 ), ch, 5.0f ),
            //	new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 5 ), ch, 1.0f )
            );

        e0.execute();


        return;

        /*
         * var ch = new _Action3.CharacterInfo();
         * ch.aggressive = _Action3.CharacterInfo.EnAggressive.middle;
         * ch.obedience = _Action3.CharacterInfo.EnObedience.middle;
         * ch.persistence = _Action3.CharacterInfo.EnPersistence.middle;
         *
         * var e0 = new ActivityGroupDefines.ToCreateWithSpawn();
         * e0.waitTime = 0.0f;
         * e0.pos = Vector3.zero;
         * e0.rot = Quaternion.identity;
         * e0.spawn.intervalTime = 0.1f;
         * e0.spawn.targetMemberCount = 50;
         * e0.territory = 1.0f;
         * e0.maxStayCapacity = 30;
         * e0.entries.setEntries(
         *      new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 40.0f ),
         *      new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 1 ), ch, 10.0f ),
         *      new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 30.0f )
         * );
         *
         * e0.execute();
         *
         *
         * return;
         *
         *
         * var e1 = new ActivityGroupDefines.ToCreateWithSpawn();
         * e1.waitTime = 0.0f;
         * e1.pos = new Vector3( 100.0f, 0.0f, 200.0f );
         * e1.rot = Quaternion.identity;
         * e1.spawn.intervalTime = 3.0f;
         * e1.spawn.targetMemberCount = 50;
         * e1.territory = 50.0f;
         * e1.maxStayCapacity = 20;
         * e1.entries.setEntries(
         *      new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 1 ), ch, 40.0f ),
         *      new CharacterFactory.EntryUnit( characterFactory.GetCharacterDefinition( 2 ), ch, 100.0f )
         * );
         *
         * e1.execute();
         */
    }