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/// <summary> | |
/// フィールドタイプ | |
/// </summary> | |
[System.Flags] | |
public enum EFIELD_TYPE | |
{ | |
eNONE = -1, | |
eROOM = 1 << 0, // 部屋 | |
ePATH = 1 << 1, // 通路 ※部屋と通路を区別する必要がなければ、↓みたいにひと括りにする | |
//eGROUND, // 地面 |
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/// <summary> | |
/// シーケンス 地形作成 | |
/// </summary> | |
private void SeqCreateTerrain() | |
{ | |
var cWallPrefabs = Resources.Load( "Prefabs/Wall" ) as GameObject; | |
if( cWallPrefabs == null ) | |
{ | |
ConsoleLog.Log( "壁プレハブの生成に失敗" ); | |
return; |
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/// <summary> | |
/// シーケンス 地形作成 | |
/// </summary> | |
private void SeqCreateTerrain() | |
{ | |
var cWallPrefabs = Resources.Load( "Prefabs/Wall" ) as GameObject; | |
if( cWallPrefabs == null ) | |
{ | |
ConsoleLog.Log( "壁プレハブの生成に失敗" ); | |
return; |
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/// <summary> | |
/// シーケンス 道作成 | |
/// </summary> | |
private void SeqCreatePath() | |
{ | |
if( m_cSeqController.GetStep() == 0 ) | |
{ | |
if( !AstarManager.HasInstance ) | |
{ | |
ConsoleLog.LogError( "AsterManagerが存在しません" ); |
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/// <summary> | |
/// シーケンス 部屋作成 | |
/// </summary> | |
private void SeqCreateRoom() | |
{ | |
FieldData cPivotData = null; | |
for(int i = 0;i < m_aRoomData.Length;++i ) | |
{ | |
// 部屋の基準位置(部屋の左下を基準とする) |
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/// <summary> | |
/// 部屋データ | |
/// </summary> | |
public class RoomData | |
{ | |
// 部屋幅 | |
public int m_nWidth; | |
// 部屋高さ | |
public int m_nHeight; |
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[CustomEditor(typeof(ModelCreator))] | |
public class ModelCreatorEditor : Editor | |
{ | |
public string m_strFilePath = "Assets/Model/"; | |
public string m_strObjectName = "p_SaveObject.prefab"; | |
public override void OnInspectorGUI() | |
{ | |
base.OnInspectorGUI(); |
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/// <summary> | |
/// オブジェクトプール管理クラス | |
/// </summary> | |
public class ObjectPoolManager : ManagerBase<ObjectPoolManager> { | |
public enum E_OBJECT_TYPE | |
{ | |
eNONE = -1, |
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/// <summary> | |
/// サウンドマネージャー | |
/// </summary> | |
public class SoundManager | |
{ | |
//共有インスタンス | |
static SoundManager m_SharedInstance = null; | |
//サウンドを格納するゲームオブジェクト |
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public class Join : MonoBehaviour { | |
//入力の名前 | |
[SerializeField] | |
private string m_InputName = ""; | |
//プレイヤー番号 | |
[SerializeField] | |
private E_PLAYER_NO m_PlayerNo; |
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