public void zako2_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); lock_target_ = LockTarget.create(this, new LockTarget.CalcPosition(calc_lock_position_center)); enumerator_ = zako2_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(zako2_update); on_render_update_ = new OnRenderUpdateFunc(zako2_render_update); life_ = 100f; }
public void zako_init(ref Vector3 position, ref Quaternion rotation) { rigidbody_.init(ref position, ref rotation); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref rigidbody_.transform_.position_, 0.5f /* radius */); collider_homing_ = MyCollider.createEnemyHoming(); MyCollider.initSphereEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_, 5f /* radius */); enumerator_ = zako_act(); // この瞬間は実行されない on_update_ = new OnUpdateFunc(zako_update); on_render_update_ = new OnRenderUpdateFunc(zako_render_update); life_ = 50f; }
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_); }
public void init(Task task, int idx, ref Vector3 position, ref Quaternion rotation, DrawBuffer.Type draw_type) { rigidbody_.init(ref position, ref rotation); rigidbody_.setRotateDamper(8); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); idx_ = idx; lock_target_ = LockTarget.create(task, new LockTarget.CalcPosition(this.calc_lock_position)); locator_ = (idx_ == 0 ? new Vector3(0f, 0f, 0f) : new Vector3(0f, 0f, -3f)); draw_type_ = draw_type; }
public void init(Task task, int idx, ref Vector3 position, ref Quaternion rotation, DrawBuffer.Type draw_type) { rigidbody_.init(ref position, ref rotation); rigidbody_.setRotateDamper(8); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1.5f /* radius */); collider_homing_ = MyCollider.createEnemyHoming(); MyCollider.initSphereEnemyHoming(collider_homing_, ref rigidbody_.transform_.position_, 1.5f /* radius */); idx_ = idx; locator_ = (idx_ == 0 ? new Vector3(0f, 0f, 0f) : new Vector3(0f, 0f, -3f)); draw_type_ = draw_type; }
public void init(ref Vector3 position, ref Quaternion rotation, Type type) { base.init(ref position, ref rotation); collider_ = MyCollider.createEnemy(); MyCollider.initSphereEnemy(collider_, ref position, 1f /* radius */); var lock_pos = new Vector3(0, 0, 0); lock_target_ = LockTarget.create(this, ref lock_pos); type_ = type; phase_ = Phase.Alive; switch (type_) { case Type.None: Debug.Assert(false); break; case Type.Zako: /* ここで GC.allocate が発生してしまう */ enumerator_ = zako_act(); // この瞬間は実行されない break; } }