Logo
クラス | 公開型 | 公開メンバ関数 | 静的公開メンバ関数 | 公開変数類 | 静的公開変数類 | プロパティ | 全メンバ一覧
Yukar.Engine.MapCharacter クラス

マップ上のキャラクターごとの表示を管理するクラス [詳解]

Yukar.Engine.MapCharacter の継承関係図
Yukar.Engine.MapCharacterColliderHandler SharpKmyPhysics::PhysicsNotifyTarget

クラス

class  CollisionStatus
 コリジョンに関する情報を格納するクラス [詳解]
 
class  DisplayObject
 MapCharacterに紐づく3D表示物 [詳解]
 
class  HitColliderHandler
 「プレイヤーとぶつかる」オフのイベント用の接触コライダ管理クラス
 
class  JointInfo
 モデルジョイント用 [詳解]
 
class  TalkColliderHandler
 「話しかける」用のコライダ管理クラス
 

公開型

enum  HideCauses {
  NONE = 0 , BY_EVENT = 1 , BY_FOLLOWERS = 1 << 1 , BY_BATTLE = 1 << 2 ,
  BY_CAMERA = 1 << 4 , BY_INVINSIBLE = 1 << 5 , BY_DEAD = 1 << 6 , BY_PARTICLE_OPACITY = 1 << 7 ,
  BY_SYSTEM = 1 << 8
}
 非表示フラグ [詳解]
 
enum  DirectionMethods { NORMAL , FIX , PHYSICS }
 向きの管理 [詳解]
 

公開メンバ関数

Common.Rom.Script getCurrentScript (Catalog catalog)
 
Common.Rom.Event.Sheet getCurrentSheet ()
 
SharpKmyGfx.ModelInstance getModelInstance ()
 
MapSprite getMapSprite ()
 
MapBillboard getMapBillboard ()
 
SharpKmyGfx.ParticleInstance getParticle ()
 
 MapCharacter (Common.Rom.Map.EventRef evref, bool inIsDynamic=false)
 
 MapCharacter (Common.Rom.Event ev, Common.Rom.Map.EventRef evref, MapScene inOwner=null, bool inIsFace=false)
 
void Initialize ()
 
Guid GetScriptId (Common.Catalog inCatalog, int inIdx)
 
Common.Rom.Script GetScript (Common.Catalog inCatalog, int inIdx)
 
Vector3 getPosition ()
 位置を取得する [詳解]
 
SharpKmyMath.Vector3 getKmyPosition ()
 
void setPosition (float x, float y, float z)
 
void setPosition (Vector3 newPos)
 キャラクターの座標をワープさせる 反映は次のフレームになるので、毎フレーム連続して呼び出すような用途に使うと落ち着くまで移動しないので注意 [詳解]
 
void SetRigidbodyPostion (Vector3 rigidbodyPosition)
 
void setDirection (int dir, bool immed=false, bool bForce=false)
 方向を設定 [詳解]
 
void setRotation (Vector3 rotate)
 
Vector3 getRotation ()
 
void setDirectionFromRadian (float rad, bool immed=false, bool bForce=false)
 方向を設定(ラジアン値指定) [詳解]
 
void playMotion (string name, float blendTime=0.2f, bool isTemporary=false, bool doLockMotion=false)
 
bool isChangeMotionAvailable ()
 
bool isBillboard ()
 
bool isSprite ()
 
void pause ()
 サウンドのポーズ [詳解]
 
void resume ()
 サウンドの再開 [詳解]
 
void ChangeGraphic (Yukar.Common.Resource.GfxResourceBase image, MapData map)
 
DisplayObject addInstance (DisplayObject parent, Common.Resource.GfxResourceBase res, string attachNode=null, bool useTranslateOnly=false)
 
void SetupModel (DisplayObject p, MapData map, Common.Resource.GfxResourceBase res, Common.Resource.Model model)
 
IEnumerable< bool > SaveSubGraphicState ()
 
void LoadSubGraphicState (List< bool > subGrpEnabled)
 
void clearJointInfo ()
 
void setJointInfoFromGameData (Catalog catalog, Hero hero, Party party)
 
void addJointInfo (Party.JointTarget target, Common.Resource.GfxResourceBase rom, bool rotate)
 
void addJointInfoImpl (Party.JointTarget target, Common.Resource.GfxResourceBase rom, SharpKmyMath.Matrix4 mtx)
 
void Reset (bool forChangeGraphic=false)
 
void ClearMoveMacros ()
 
void finalizeCollider (bool callFromReset=true)
 
Vector3 getCurDir ()
 
Vector3 getTgtDir ()
 
float getDirectionRadian ()
 現在向いている方向をラジアン値で取得 [詳解]
 
int getDirectionDigital ()
 現在向いている方向を上下左右からデジタル値で取得 [詳解]
 
float getPitchDegree ()
 Pitch方向の傾き(X)を取得 [詳解]
 
void ChangeSpeed (int speed)
 
bool Walk (float moveX, float moveZ, bool inCheckPlayerMoveRange=false)
 
void ActivateRigidbody ()
 
bool WalkByAddForce (Vector3 move, bool inCheckPlayerMoveRange=false, float brakeRatio=0)
 
Vector3 Move (float moveX, float moveZ, bool changeDir, float moveY=0)
 
void update (float yAngle=0)
 
void BeforeUpdate ()
 
void UpdateOnlyScript ()
 
void AfterDraw ()
 
void FixedUpdate ()
 
void Update (MapData map, float yangle, bool isLockDirection)
 
void UpdateTransform (MapData map)
 
void updateColliderPositions ()
 
bool draw (SharpKmyGfx.Render scn)
 
void setVisibility (bool flg)
 
void stopPickup (bool flg)
 
void setOpacityMultiplier (float v)
 
float getOpacityMultiplier (bool ignoreHide=false)
 
void setOpacityMultiplier (Microsoft.Xna.Framework.Color color)
 
void ChangeColor (byte r, byte g, byte b, byte a)
 
Common.Rom.RomItem getGraphic ()
 
void setBlend (SharpKmyGfx.BLENDTYPE type)
 
float getHeight ()
 
bool contains2dMotion (string motion)
 
void setScale (float scaleX, float scaleY, float scaleZ)
 
void setScale (Vector3 scale)
 
Vector3 getScale ()
 
MapCharacter CreateEvent (Guid guid, float dir)
 キャストベースのイベントを動的生成する [詳解]
 
void resetColor ()
 
bool isInactiveParticle ()
 
void buildingLightOn (bool flg)
 
void setHeroSymbol (bool flg)
 
void setDisplayID (uint id)
 
override void onContact (SharpKmyPhysics.PhysicsNotifyTarget other, SharpKmyMath.Vector3 position, SharpKmyMath.Vector3 normal)
 
void setPhysics (SharpKmyPhysics.PhysicsBase p)
 
void refreshRigidBody ()
 
void refreshRigidBodyMask ()
 
void CalcurateCollisionMinMax ()
 
void addRigidBody ()
 
RigidBody getRigidbody ()
 
EffectDrawerBase getConditionEffectDrawer (Common.Rom.Condition inCondition)
 
void updateEffectDrawer ()
 
void drawConditionEffect (SharpKmyMath.Matrix4 pp, SharpKmyMath.Matrix4 vv)
 
void addEffectDrawer (Common.Rom.Condition inCondition)
 
void removeEffectDrawer (Common.Rom.Condition inCondition)
 
void removeAllEffectDrawer ()
 状態異常エフェクトをすべて解除する [詳解]
 
void SetSubGraphicOpacity (int index, float v)
 サブグラフィックの透明度変更 [詳解]
 
float GetSubGraphicOpacity (int index)
 サブグラフィックの透明度取得 [詳解]
 
- 基底クラス SharpKmyPhysics::PhysicsNotifyTarget に属する継承公開メンバ関数
 PhysicsNotifyTarget ()
 
 !PhysicsNotifyTarget ()
 
 ~PhysicsNotifyTarget ()
 
virtual void onUpdate ()
 
virtual void onStartContact (PhysicsNotifyTarget^ other, SharpKmyMath::Vector3 position, SharpKmyMath::Vector3 normal)
 
virtual void onContact (PhysicsNotifyTarget^ other, SharpKmyMath::Vector3 position, SharpKmyMath::Vector3 normal)
 
virtual void onEndContact (PhysicsNotifyTarget^ other, SharpKmyMath::Vector3 position, SharpKmyMath::Vector3 normal)
 
virtual void onDestroy ()
 

静的公開メンバ関数

static int convertDirectionToDigital (float rad)
 方向値を変換(ラジアン → デジタル) [詳解]
 
static float convertDirectionToRadian (int dir)
 方向値を変換(デジタル → ラジアン) [詳解]
 
static Common.Resource.Character.DisplayType getDisplayType (Common.Rom.RomItem res)
 

公開変数類

CollisionStatus collisionStatus
 
HideCauses hide
 
DirectionMethods dirMethod
 
string currentMotion
 
string nowMotion
 
bool lockMotion
 
bool isFace
 
float mMoveStep
 
Vector3 pos
 
int billboardAnimRemain
 
int ageCount
 
Common.Rom.Event rom
 
int currentPage = Event.CURRENTPAGE_NOT_INITED
 
Guid moveScript = Guid.Empty
 
bool expand
 
bool fixHeight
 
bool useOverrideColor
 
bool isCommonEvent
 
bool unusePhysics = false
 
bool ignoreControlRigidbody = false
 
float rotateSpeed = Common.Rom.GameSettings.DEFAULT_ROTATESPEED
 
Guid guId
 
MapCharacterBattleStatus battleStatus = new MapCharacterBattleStatus()
 
float restInvalidDamageTime
 
bool isDestroyed = false
 
int restWalkCnt
 
float restTime
 
int dynamicGenerateId = 0
 
string dynamicGeneratorName = ""
 
BakinObject bindedScript
 
bool fixPos
 
List< MapCharacterMoveMacromoveMacros = new List<MapCharacterMoveMacro>(2)
 
- 基底クラス SharpKmyPhysics::PhysicsNotifyTarget に属する継承公開変数類
NativePhysicsNotifyTargetnativetgt
 
System::Runtime::InteropServices::GCHandle handle
 

静的公開変数類

static readonly string[] R_ARM_NODE_NAMES = { "R_itemhook", "hook_R_hand" }
 
static readonly string[] L_ARM_NODE_NAMES = { "L_itemhook", "hook_L_hand" }
 
static Color invalidDamageColor = new Color(255, 255, 255, 254)
 
const float BODY_SIZE = 0.3f
 

プロパティ

override MapCharacter MapChr [get]
 
override Guid TerrainRef [get]
 
float mLastMoveRad [get, set]
 
Vector3 mScale = Vector3.One [get, set]
 
List< DisplayObjectDisplayObjects [get]
 
string Name [get, set]
 
bool DestroyReserved [get, set]
 
bool IsDynamicGenerated [get]
 
bool IsEvent [get]
 
Dictionary< Common.Rom.Condition, EffectDrawerBaseConditionEffectDrawerDic [get]
 
int drawConditionEffectIdx [get, set]
 
- 基底クラス Yukar.Engine.MapCharacterColliderHandler に属する継承プロパティ
virtual MapCharacter MapChr [get]
 
virtual Guid TerrainRef [get]
 

詳解

マップ上のキャラクターごとの表示を管理するクラス

列挙型メンバ詳解

◆ DirectionMethods

向きの管理

列挙値
NORMAL 
FIX 
PHYSICS 

◆ HideCauses

非表示フラグ

列挙値
NONE 
BY_EVENT 
BY_FOLLOWERS 
BY_BATTLE 
BY_CAMERA 
BY_INVINSIBLE 
BY_DEAD 
BY_PARTICLE_OPACITY 
BY_SYSTEM 

構築子と解体子

◆ MapCharacter() [1/2]

Yukar.Engine.MapCharacter.MapCharacter ( Common.Rom.Map.EventRef  evref,
bool  inIsDynamic = false 
)

◆ MapCharacter() [2/2]

Yukar.Engine.MapCharacter.MapCharacter ( Common.Rom.Event  ev,
Common.Rom.Map.EventRef  evref,
MapScene  inOwner = null,
bool  inIsFace = false 
)

メソッド詳解

◆ ActivateRigidbody()

void Yukar.Engine.MapCharacter.ActivateRigidbody ( )

◆ addEffectDrawer()

void Yukar.Engine.MapCharacter.addEffectDrawer ( Common.Rom.Condition  inCondition)

◆ addInstance()

DisplayObject Yukar.Engine.MapCharacter.addInstance ( DisplayObject  parent,
Common.Resource.GfxResourceBase  res,
string  attachNode = null,
bool  useTranslateOnly = false 
)

◆ addJointInfo()

void Yukar.Engine.MapCharacter.addJointInfo ( Party.JointTarget  target,
Common.Resource.GfxResourceBase  rom,
bool  rotate 
)

◆ addJointInfoImpl()

void Yukar.Engine.MapCharacter.addJointInfoImpl ( Party.JointTarget  target,
Common.Resource.GfxResourceBase  rom,
SharpKmyMath.Matrix4  mtx 
)

◆ addRigidBody()

void Yukar.Engine.MapCharacter.addRigidBody ( )

◆ AfterDraw()

void Yukar.Engine.MapCharacter.AfterDraw ( )

◆ BeforeUpdate()

void Yukar.Engine.MapCharacter.BeforeUpdate ( )

◆ buildingLightOn()

void Yukar.Engine.MapCharacter.buildingLightOn ( bool  flg)

◆ CalcurateCollisionMinMax()

void Yukar.Engine.MapCharacter.CalcurateCollisionMinMax ( )

◆ ChangeColor()

void Yukar.Engine.MapCharacter.ChangeColor ( byte  r,
byte  g,
byte  b,
byte  a 
)

◆ ChangeGraphic()

void Yukar.Engine.MapCharacter.ChangeGraphic ( Yukar.Common.Resource.GfxResourceBase  image,
MapData  map 
)

◆ ChangeSpeed()

void Yukar.Engine.MapCharacter.ChangeSpeed ( int  speed)

◆ clearJointInfo()

void Yukar.Engine.MapCharacter.clearJointInfo ( )

◆ ClearMoveMacros()

void Yukar.Engine.MapCharacter.ClearMoveMacros ( )

◆ contains2dMotion()

bool Yukar.Engine.MapCharacter.contains2dMotion ( string  motion)

◆ convertDirectionToDigital()

static int Yukar.Engine.MapCharacter.convertDirectionToDigital ( float  rad)
static

方向値を変換(ラジアン → デジタル)

引数
rad
戻り値

◆ convertDirectionToRadian()

static float Yukar.Engine.MapCharacter.convertDirectionToRadian ( int  dir)
static

方向値を変換(デジタル → ラジアン)

引数
dir
戻り値

◆ CreateEvent()

MapCharacter Yukar.Engine.MapCharacter.CreateEvent ( Guid  guid,
float  dir 
)

キャストベースのイベントを動的生成する

引数
guid生成するキャストのGUID
dir生成方向
戻り値

◆ draw()

bool Yukar.Engine.MapCharacter.draw ( SharpKmyGfx.Render  scn)

◆ drawConditionEffect()

void Yukar.Engine.MapCharacter.drawConditionEffect ( SharpKmyMath.Matrix4  pp,
SharpKmyMath.Matrix4  vv 
)

◆ finalizeCollider()

void Yukar.Engine.MapCharacter.finalizeCollider ( bool  callFromReset = true)

◆ FixedUpdate()

void Yukar.Engine.MapCharacter.FixedUpdate ( )

◆ getConditionEffectDrawer()

EffectDrawerBase Yukar.Engine.MapCharacter.getConditionEffectDrawer ( Common.Rom.Condition  inCondition)

◆ getCurDir()

Vector3 Yukar.Engine.MapCharacter.getCurDir ( )

◆ getCurrentScript()

Common.Rom.Script Yukar.Engine.MapCharacter.getCurrentScript ( Catalog  catalog)

◆ getCurrentSheet()

Common.Rom.Event.Sheet Yukar.Engine.MapCharacter.getCurrentSheet ( )

◆ getDirectionDigital()

int Yukar.Engine.MapCharacter.getDirectionDigital ( )

現在向いている方向を上下左右からデジタル値で取得

戻り値

◆ getDirectionRadian()

float Yukar.Engine.MapCharacter.getDirectionRadian ( )

現在向いている方向をラジアン値で取得

戻り値

◆ getDisplayType()

static Common.Resource.Character.DisplayType Yukar.Engine.MapCharacter.getDisplayType ( Common.Rom.RomItem  res)
static

◆ getGraphic()

Common.Rom.RomItem Yukar.Engine.MapCharacter.getGraphic ( )

◆ getHeight()

float Yukar.Engine.MapCharacter.getHeight ( )

◆ getKmyPosition()

SharpKmyMath.Vector3 Yukar.Engine.MapCharacter.getKmyPosition ( )

◆ getMapBillboard()

MapBillboard Yukar.Engine.MapCharacter.getMapBillboard ( )

◆ getMapSprite()

MapSprite Yukar.Engine.MapCharacter.getMapSprite ( )

◆ getModelInstance()

SharpKmyGfx.ModelInstance Yukar.Engine.MapCharacter.getModelInstance ( )

◆ getOpacityMultiplier()

float Yukar.Engine.MapCharacter.getOpacityMultiplier ( bool  ignoreHide = false)

◆ getParticle()

SharpKmyGfx.ParticleInstance Yukar.Engine.MapCharacter.getParticle ( )

◆ getPitchDegree()

float Yukar.Engine.MapCharacter.getPitchDegree ( )

Pitch方向の傾き(X)を取得

戻り値

◆ getPosition()

Vector3 Yukar.Engine.MapCharacter.getPosition ( )

位置を取得する

戻り値

◆ getRigidbody()

RigidBody Yukar.Engine.MapCharacter.getRigidbody ( )

◆ getRotation()

Vector3 Yukar.Engine.MapCharacter.getRotation ( )

◆ getScale()

Vector3 Yukar.Engine.MapCharacter.getScale ( )

◆ GetScript()

Common.Rom.Script Yukar.Engine.MapCharacter.GetScript ( Common.Catalog  inCatalog,
int  inIdx 
)

◆ GetScriptId()

Guid Yukar.Engine.MapCharacter.GetScriptId ( Common.Catalog  inCatalog,
int  inIdx 
)

◆ GetSubGraphicOpacity()

float Yukar.Engine.MapCharacter.GetSubGraphicOpacity ( int  index)

サブグラフィックの透明度取得

引数
indexインデックス
戻り値

◆ getTgtDir()

Vector3 Yukar.Engine.MapCharacter.getTgtDir ( )

◆ Initialize()

void Yukar.Engine.MapCharacter.Initialize ( )

◆ isBillboard()

bool Yukar.Engine.MapCharacter.isBillboard ( )

◆ isChangeMotionAvailable()

bool Yukar.Engine.MapCharacter.isChangeMotionAvailable ( )

◆ isInactiveParticle()

bool Yukar.Engine.MapCharacter.isInactiveParticle ( )

◆ isSprite()

bool Yukar.Engine.MapCharacter.isSprite ( )

◆ LoadSubGraphicState()

void Yukar.Engine.MapCharacter.LoadSubGraphicState ( List< bool >  subGrpEnabled)

◆ Move()

Vector3 Yukar.Engine.MapCharacter.Move ( float  moveX,
float  moveZ,
bool  changeDir,
float  moveY = 0 
)

◆ onContact()

override void Yukar.Engine.MapCharacter.onContact ( SharpKmyPhysics.PhysicsNotifyTarget  other,
SharpKmyMath.Vector3  position,
SharpKmyMath.Vector3  normal 
)

◆ pause()

void Yukar.Engine.MapCharacter.pause ( )

サウンドのポーズ

◆ playMotion()

void Yukar.Engine.MapCharacter.playMotion ( string  name,
float  blendTime = 0.2f,
bool  isTemporary = false,
bool  doLockMotion = false 
)

◆ refreshRigidBody()

void Yukar.Engine.MapCharacter.refreshRigidBody ( )

◆ refreshRigidBodyMask()

void Yukar.Engine.MapCharacter.refreshRigidBodyMask ( )

◆ removeAllEffectDrawer()

void Yukar.Engine.MapCharacter.removeAllEffectDrawer ( )

状態異常エフェクトをすべて解除する

◆ removeEffectDrawer()

void Yukar.Engine.MapCharacter.removeEffectDrawer ( Common.Rom.Condition  inCondition)

◆ Reset()

void Yukar.Engine.MapCharacter.Reset ( bool  forChangeGraphic = false)

◆ resetColor()

void Yukar.Engine.MapCharacter.resetColor ( )

◆ resume()

void Yukar.Engine.MapCharacter.resume ( )

サウンドの再開

◆ SaveSubGraphicState()

IEnumerable< bool > Yukar.Engine.MapCharacter.SaveSubGraphicState ( )

◆ setBlend()

void Yukar.Engine.MapCharacter.setBlend ( SharpKmyGfx.BLENDTYPE  type)

◆ setDirection()

void Yukar.Engine.MapCharacter.setDirection ( int  dir,
bool  immed = false,
bool  bForce = false 
)

方向を設定

引数
dir
immed
bForce

◆ setDirectionFromRadian()

void Yukar.Engine.MapCharacter.setDirectionFromRadian ( float  rad,
bool  immed = false,
bool  bForce = false 
)

方向を設定(ラジアン値指定)

引数
rad
immed
bForce

◆ setDisplayID()

void Yukar.Engine.MapCharacter.setDisplayID ( uint  id)

◆ setHeroSymbol()

void Yukar.Engine.MapCharacter.setHeroSymbol ( bool  flg)

◆ setJointInfoFromGameData()

void Yukar.Engine.MapCharacter.setJointInfoFromGameData ( Catalog  catalog,
Hero  hero,
Party  party 
)

◆ setOpacityMultiplier() [1/2]

void Yukar.Engine.MapCharacter.setOpacityMultiplier ( float  v)

◆ setOpacityMultiplier() [2/2]

void Yukar.Engine.MapCharacter.setOpacityMultiplier ( Microsoft.Xna.Framework.Color  color)

◆ setPhysics()

void Yukar.Engine.MapCharacter.setPhysics ( SharpKmyPhysics.PhysicsBase  p)

◆ setPosition() [1/2]

void Yukar.Engine.MapCharacter.setPosition ( float  x,
float  y,
float  z 
)

◆ setPosition() [2/2]

void Yukar.Engine.MapCharacter.setPosition ( Vector3  newPos)

キャラクターの座標をワープさせる 反映は次のフレームになるので、毎フレーム連続して呼び出すような用途に使うと落ち着くまで移動しないので注意

引数
newPos

◆ SetRigidbodyPostion()

void Yukar.Engine.MapCharacter.SetRigidbodyPostion ( Vector3  rigidbodyPosition)

◆ setRotation()

void Yukar.Engine.MapCharacter.setRotation ( Vector3  rotate)

◆ setScale() [1/2]

void Yukar.Engine.MapCharacter.setScale ( float  scaleX,
float  scaleY,
float  scaleZ 
)

◆ setScale() [2/2]

void Yukar.Engine.MapCharacter.setScale ( Vector3  scale)

◆ SetSubGraphicOpacity()

void Yukar.Engine.MapCharacter.SetSubGraphicOpacity ( int  index,
float  v 
)

サブグラフィックの透明度変更

引数
indexインデックス
v透明度

◆ SetupModel()

void Yukar.Engine.MapCharacter.SetupModel ( DisplayObject  p,
MapData  map,
Common.Resource.GfxResourceBase  res,
Common.Resource.Model  model 
)

◆ setVisibility()

void Yukar.Engine.MapCharacter.setVisibility ( bool  flg)

◆ stopPickup()

void Yukar.Engine.MapCharacter.stopPickup ( bool  flg)

◆ update()

void Yukar.Engine.MapCharacter.update ( float  yAngle = 0)

◆ Update()

void Yukar.Engine.MapCharacter.Update ( MapData  map,
float  yangle,
bool  isLockDirection 
)

◆ updateColliderPositions()

void Yukar.Engine.MapCharacter.updateColliderPositions ( )

◆ updateEffectDrawer()

void Yukar.Engine.MapCharacter.updateEffectDrawer ( )

◆ UpdateOnlyScript()

void Yukar.Engine.MapCharacter.UpdateOnlyScript ( )

◆ UpdateTransform()

void Yukar.Engine.MapCharacter.UpdateTransform ( MapData  map)

◆ Walk()

bool Yukar.Engine.MapCharacter.Walk ( float  moveX,
float  moveZ,
bool  inCheckPlayerMoveRange = false 
)

◆ WalkByAddForce()

bool Yukar.Engine.MapCharacter.WalkByAddForce ( Vector3  move,
bool  inCheckPlayerMoveRange = false,
float  brakeRatio = 0 
)

メンバ詳解

◆ ageCount

int Yukar.Engine.MapCharacter.ageCount

◆ battleStatus

MapCharacterBattleStatus Yukar.Engine.MapCharacter.battleStatus = new MapCharacterBattleStatus()

◆ billboardAnimRemain

int Yukar.Engine.MapCharacter.billboardAnimRemain

◆ bindedScript

BakinObject Yukar.Engine.MapCharacter.bindedScript

◆ BODY_SIZE

const float Yukar.Engine.MapCharacter.BODY_SIZE = 0.3f
static

◆ collisionStatus

CollisionStatus Yukar.Engine.MapCharacter.collisionStatus

◆ currentMotion

string Yukar.Engine.MapCharacter.currentMotion

◆ currentPage

int Yukar.Engine.MapCharacter.currentPage = Event.CURRENTPAGE_NOT_INITED

◆ dirMethod

DirectionMethods Yukar.Engine.MapCharacter.dirMethod

◆ dynamicGenerateId

int Yukar.Engine.MapCharacter.dynamicGenerateId = 0

◆ dynamicGeneratorName

string Yukar.Engine.MapCharacter.dynamicGeneratorName = ""

◆ expand

bool Yukar.Engine.MapCharacter.expand

◆ fixHeight

bool Yukar.Engine.MapCharacter.fixHeight

◆ fixPos

bool Yukar.Engine.MapCharacter.fixPos

◆ guId

Guid Yukar.Engine.MapCharacter.guId

◆ hide

HideCauses Yukar.Engine.MapCharacter.hide

◆ ignoreControlRigidbody

bool Yukar.Engine.MapCharacter.ignoreControlRigidbody = false

◆ invalidDamageColor

Color Yukar.Engine.MapCharacter.invalidDamageColor = new Color(255, 255, 255, 254)
static

◆ isCommonEvent

bool Yukar.Engine.MapCharacter.isCommonEvent

◆ isDestroyed

bool Yukar.Engine.MapCharacter.isDestroyed = false

◆ isFace

bool Yukar.Engine.MapCharacter.isFace

◆ L_ARM_NODE_NAMES

readonly string [] Yukar.Engine.MapCharacter.L_ARM_NODE_NAMES = { "L_itemhook", "hook_L_hand" }
static

◆ lockMotion

bool Yukar.Engine.MapCharacter.lockMotion

◆ mMoveStep

float Yukar.Engine.MapCharacter.mMoveStep

◆ moveMacros

List<MapCharacterMoveMacro> Yukar.Engine.MapCharacter.moveMacros = new List<MapCharacterMoveMacro>(2)

◆ moveScript

Guid Yukar.Engine.MapCharacter.moveScript = Guid.Empty

◆ nowMotion

string Yukar.Engine.MapCharacter.nowMotion

◆ pos

Vector3 Yukar.Engine.MapCharacter.pos

◆ R_ARM_NODE_NAMES

readonly string [] Yukar.Engine.MapCharacter.R_ARM_NODE_NAMES = { "R_itemhook", "hook_R_hand" }
static

◆ restInvalidDamageTime

float Yukar.Engine.MapCharacter.restInvalidDamageTime

◆ restTime

float Yukar.Engine.MapCharacter.restTime

◆ restWalkCnt

int Yukar.Engine.MapCharacter.restWalkCnt

◆ rom

Common.Rom.Event Yukar.Engine.MapCharacter.rom

◆ rotateSpeed

float Yukar.Engine.MapCharacter.rotateSpeed = Common.Rom.GameSettings.DEFAULT_ROTATESPEED

◆ unusePhysics

bool Yukar.Engine.MapCharacter.unusePhysics = false

◆ useOverrideColor

bool Yukar.Engine.MapCharacter.useOverrideColor

プロパティ詳解

◆ ConditionEffectDrawerDic

Dictionary<Common.Rom.Condition, EffectDrawerBase> Yukar.Engine.MapCharacter.ConditionEffectDrawerDic
get

◆ DestroyReserved

bool Yukar.Engine.MapCharacter.DestroyReserved
getset

◆ DisplayObjects

List<DisplayObject> Yukar.Engine.MapCharacter.DisplayObjects
get

◆ drawConditionEffectIdx

int Yukar.Engine.MapCharacter.drawConditionEffectIdx
getset

◆ IsDynamicGenerated

bool Yukar.Engine.MapCharacter.IsDynamicGenerated
get

◆ IsEvent

bool Yukar.Engine.MapCharacter.IsEvent
get

◆ MapChr

override MapCharacter Yukar.Engine.MapCharacter.MapChr
get

◆ mLastMoveRad

float Yukar.Engine.MapCharacter.mLastMoveRad
getset

◆ mScale

Vector3 Yukar.Engine.MapCharacter.mScale = Vector3.One
getset

◆ Name

string Yukar.Engine.MapCharacter.Name
getset

◆ TerrainRef

override Guid Yukar.Engine.MapCharacter.TerrainRef
get