public void dragon_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); rigidbody_.setDamper(2f); rigidbody_.setRotateDamper(20f); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1.5f /* radius */); collider_homing_ = MyCollider.createEnemyHoming(); MyCollider.initSphereEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_, 5f /* radius */); enumerator_ = dragon_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(dragon_update); on_render_update_ = new OnRenderUpdateFunc(dragon_render_update); life_ = 10000000f; dragon_ = dragon_pool_; dragon_.init(this, ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_); }
public void dragon_init() { var position = new Vector3(-10f, -5f, 10f); rigidbody_.init(ref position, ref CV.QuaternionIdentity); rigidbody_.setDamper(2f); rigidbody_.setRotateDamper(20f); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); lock_target_ = LockTarget.create(this, new LockTarget.CalcPosition(calc_lock_position_dragon)); enumerator_ = dragon_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(dragon_update); on_render_update_ = new OnRenderUpdateFunc(dragon_render_update); life_ = 10000000f; dragon_ = dragon_pool_; dragon_.init(this, ref rigidbody_.transform_.position_, ref rigidbody_.transform_.rotation_); }