/// 弾の登録 public bool EntryEffect( Data.BulletTypeId bulletId, Vector3 pos, Vector3 vec ) { ActorBulletFireBall actor = new ActorBulletFireBall(); actor.Init(); actor.Start(); Vector4 x = new Vector4(0,0,0,0); Vector4 y = new Vector4(0,0,0,0); Vector4 z = new Vector4(0,0,0,0); Vector4 w = new Vector4(0,0,0,0); Matrix4 mtx = new Matrix4(x ,y, z, w); Common.MatrixUtil.LookTrgVec( ref mtx, vec ); Common.MatrixUtil.SetTranslate( ref mtx, pos ); actor.SetPlace( mtx ); actorList.Add( actor ); return true; }
/// 弾の登録 public bool EntryEffect(Data.BulletTypeId bulletId, Vector3 pos, Vector3 vec) { ActorBulletFireBall actor = new ActorBulletFireBall(); actor.Init(); actor.Start(); Vector4 x = new Vector4(0, 0, 0, 0); Vector4 y = new Vector4(0, 0, 0, 0); Vector4 z = new Vector4(0, 0, 0, 0); Vector4 w = new Vector4(0, 0, 0, 0); Matrix4 mtx = new Matrix4(x, y, z, w); Common.MatrixUtil.LookTrgVec(ref mtx, vec); Common.MatrixUtil.SetTranslate(ref mtx, pos); actor.SetPlace(mtx); actorList.Add(actor); return(true); }