/// 通常エフェクトの登録 public bool EntryEffect( Data.EffTypeId effId, Vector3 pos ) { ActorEffNormal actorEff = new ActorEffNormal(); actorEff.Init(); actorEff.Start(); actorEff.SetMdlHandle( effId ); Matrix4 mtx = Matrix4.RotationY( 0 ); Common.MatrixUtil.SetTranslate( ref mtx, pos ); actorEff.SetPlace( mtx ); actorEffList.Add( actorEff ); return true; }
/// 通常エフェクトの登録 public bool EntryEffect(Data.EffTypeId effId, Vector3 pos) { ActorEffNormal actorEff = new ActorEffNormal(); actorEff.Init(); actorEff.Start(); actorEff.SetMdlHandle(effId); Matrix4 mtx = Matrix4.RotationY(0); Common.MatrixUtil.SetTranslate(ref mtx, pos); actorEff.SetPlace(mtx); actorEffList.Add(actorEff); return(true); }