void GameState_HeightMap::Initialize( ) { if (sky == nullptr) { sky = new SkyBox; sky->Initialize("cloud_1.png", 2048, 512, 128); //sky->Initialize("cloud_1.png", 4096); } if (heightMap == nullptr) { heightMap = new HeightMap; heightMap->Initialize("field_.raw", "field_1.png"); //heightMap->Initialize("field_.raw", "field_1.png", 8, HEIGHT_FLAG::HM_NORMAL); } if (rock == nullptr) { rock = new Rocks_save( ); rock->Initialize( ); } if (trees == nullptr) { trees = new PlantTree( ); trees->SetHeightMap(heightMap); trees->Initialize( ); } if (goat == nullptr) { goat = new Player( ); goat->Initialize("Goat/", "Goat.X"); goat->SetPosition(D3DXVECTOR3(193.0f, 12.0f, -306.0f)); goat->SetTrees(trees->GetTrees( )); goat->SetHeightMap(heightMap); goat->ChangeCharacterState(CharacterState::CHARACTER_IDLE); GameManager::GetCamera( )->SetLookTarget(goat->GetPositionAddress( )); } if (statusBar == nullptr) { statusBar = new ChracterStatusBar; statusBar->Initialize( ); } if (quest == nullptr) { quest = new Quest; quest->Initialize(); } Monster* monster = nullptr; monster = new Minion( ); monster->Initialize("Goat/", "Goat_white.x"); monster->SetPosition(D3DXVECTOR3(401, 22, -292)); monster->SetHeightMap(heightMap); monster->ChangeCharacterState(CharacterState::CHARACTER_IDLE); monsters.push_back(monster); monster = nullptr; monster = new Minion( ); monster->Initialize("Goat/", "Goat_white.x"); monster->SetPosition(D3DXVECTOR3(401, 22, -299)); monster->SetHeightMap(heightMap); monster->ChangeCharacterState(CharacterState::CHARACTER_IDLE); monsters.push_back(monster); monster = nullptr; monster = new Minion( ); monster->Initialize("Goat/", "Goat_white.x"); monster->SetPosition(D3DXVECTOR3(408, 22, -292)); monster->SetHeightMap(heightMap); monster->ChangeCharacterState(CharacterState::CHARACTER_IDLE); monsters.push_back(monster); monster = nullptr; monster = new Minion( ); monster->Initialize("Goat/", "Goat_white.x"); monster->SetPosition(D3DXVECTOR3(399, 22, -290)); monster->SetHeightMap(heightMap); monster->ChangeCharacterState(CharacterState::CHARACTER_IDLE); monsters.push_back(monster); }