public CharacterAction(int _myIndex, int _targetIndex, ACTION_TYPE _actionType, FORMATION_TYPE _formationType) { myIndex = _myIndex; targetIndex = _targetIndex; actionType = _actionType; formationType = _formationType; }
public static Vector3 GetBattlePosition(int partyIndex, FORMATION_TYPE type, int num) { Vector3 position = new Vector3(); int posOffset = 0; float y = 0.0f; if (type == FORMATION_TYPE.PLAYER) { posOffset = 1; } else { posOffset = -1; } switch (partyIndex) { case 0: position = new Vector3(START_X + DISTANCE_OFFSET * 1, y, START_Z * posOffset + 1.0f); break; case 1: position = new Vector3(START_X + DISTANCE_OFFSET * 2, y, START_Z * posOffset + 1.0f); break; case 2: position = new Vector3(START_X + DISTANCE_OFFSET * 3, y, START_Z * posOffset + 1.0f); break; case 3: position = new Vector3(START_X + DISTANCE_OFFSET * 1, y, START_Z * posOffset); break; case 4: position = new Vector3(START_X + DISTANCE_OFFSET * 2, y, START_Z * posOffset); break; case 5: position = new Vector3(START_X + DISTANCE_OFFSET * 3, y, START_Z * posOffset); break; } return(position); }