Beispiel #1
0
    public override GlobalDefine.PartyCharaIndex getLimitBreakSkillCaster()
    {
        // リミブレスキル使用禁止でないかチェック
        if (m_IsUseLimitBreakSkill)
        {
            int battle_turn_id = getBattleTurnID();

            for (int member_idx = 0; member_idx < MEMBER_ORDER.Length; member_idx++)
            {
                GlobalDefine.PartyCharaIndex member_type = MEMBER_ORDER[member_idx];
                // このターンでまだリミブレスキルを使用していないかチェック(1ターン中に何度も発動できるリミブレスキル対策)
                if (m_LimitBreakSkillTurnID[(int)member_type] != battle_turn_id)
                {
                    // リミブレスキルが使用可能かチェック
                    if (BattleParam.IsEnableLBS(member_type))
                    {
                        m_LimitBreakSkillTurnID[(int)member_type] = battle_turn_id;
                        return(member_type);
                    }
                }
            }
        }

        return(GlobalDefine.PartyCharaIndex.ERROR);
    }
    private void initHero()
    {
        skillWindowTag.Tab_active = false;

        UnityUtil.SetObjectEnabledOnce(unitNamePanel.gameObject, false);
        UnityUtil.SetObjectEnabledOnce(unitSkillPanel.gameObject, false);
        UnityUtil.SetObjectEnabledOnce(unitLinkPanel.gameObject, false);
        UnityUtil.SetObjectEnabledOnce(unitParamPanel.gameObject, false);
        UnityUtil.SetObjectEnabledOnce(unitAilmentPanel.gameObject, false);
        UnityUtil.SetObjectEnabledOnce(heroDetailPanel.gameObject, true);

        Label_text = GameTextUtil.GetText("battle_infotext5");

        PacketStructHero hero = null;
        int unique_id         = UserDataAdmin.Instance.m_StructPlayer.current_hero_id;

        for (int i = 0; i < UserDataAdmin.Instance.m_StructHeroList.Length; ++i)
        {
            if (UserDataAdmin.Instance.m_StructHeroList[i].unique_id == unique_id)
            {
                hero = UserDataAdmin.Instance.m_StructHeroList[i];
            }
        }
        heroDetailPanel.SetDetail(hero);
        m_CharaIdx = GlobalDefine.PartyCharaIndex.HERO;
    }
Beispiel #3
0
        /// <summary>
        /// 属性配置優先順を取得
        /// </summary>
        /// <param name="member_order"></param>
        /// <returns></returns>
        public CostInfo[] getElementOrder(PanelInfo panel_info, GlobalDefine.PartyCharaIndex[] member_order)
        {
            List <CostInfo> cost_info_order = new List <CostInfo>();

            // 復活があるときは回復を最優先で置く
            if (m_IsTryResurrect)
            {
                int sp = BattleParam.m_PlayerParty.GetSP();
                if (sp > 0)
                {
                    CharaOnce[] dead_charas = BattleParam.m_PlayerParty.getPartyMembers(CharaParty.CharaCondition.DEAD);
                    if (dead_charas.Length > 0)
                    {
                        for (int field_idx = 0; field_idx < panel_info.m_IsBoosts.Length; field_idx++)
                        {
                            if (panel_info.m_IsBoosts[field_idx])
                            {
                                cost_info_order.Add(new CostInfo(MasterDataDefineLabel.ElementType.HEAL, MasterDataDefineLabel.ElementType.HEAL, MasterDataDefineLabel.ElementType.HEAL, MasterDataDefineLabel.ElementType.HEAL, MasterDataDefineLabel.ElementType.HEAL));
                                break;
                            }
                        }
                    }
                }
            }

            // メインユニットのLEADER,MOB_1,MOB2,MOB3,FRIEND,リンクユニットのLEADER,MOB_1,MOB2,MOB3,FRIENDの順に並べる
            for (int skill_idx = 0; skill_idx < m_SkillCosts.GetLength(2); skill_idx++)
            {
                for (int link_idx = 0; link_idx < m_SkillCosts.GetLength(0); link_idx++)
                {
                    for (int member_idx = 0; member_idx < member_order.Length; member_idx++)
                    {
                        GlobalDefine.PartyCharaIndex member_type = member_order[member_idx];
                        SkillCost skill_cost = m_SkillCosts[link_idx, (int)member_type, skill_idx];
                        if (skill_cost != null &&
                            skill_cost.m_CostInfo != null
                            )
                        {
                            bool is_enable_skill = true;
                            {
                                CharaOnce chara_once = BattleParam.m_PlayerParty.getPartyMember(member_type, CharaParty.CharaCondition.ALIVE);
                                if (chara_once == null)
                                {
                                    is_enable_skill = false;
                                }
                            }

                            if (is_enable_skill)
                            {
                                cost_info_order.Add(skill_cost.m_CostInfo);
                            }
                        }
                    }
                }
            }

            CostInfo[] ret_val = cost_info_order.ToArray();

            return(ret_val);
        }
 public void setup(Sprite icon, Sprite circle, GlobalDefine.PartyCharaIndex index, bool select)
 {
     IconImage     = icon;
     IconAttribute = circle;
     m_CharaIndex  = index;
     setSelect(select);
 }
    public void setEffectHeal(GlobalDefine.PartyCharaIndex player_index, int heal_level = 3)
    {
        Transform  chara_hp_trans = m_MemberHPTrans[(int)player_index];
        GameObject effect_prefab  = null;

        switch (heal_level)
        {
        case 0:
            effect_prefab = SceneObjReferGameMain.Instance.m_EffectPrefab.m_Heal_00;
            break;

        case 1:
            effect_prefab = SceneObjReferGameMain.Instance.m_EffectPrefab.m_Heal_01;
            break;

        case 2:
            effect_prefab = SceneObjReferGameMain.Instance.m_EffectPrefab.m_Heal_02;
            break;

        case 3:
            effect_prefab = SceneObjReferGameMain.Instance.m_EffectPrefab.m_Heal_03;
            break;
        }

        if (effect_prefab != null)
        {
            EffectManager.Instance.playEffect(effect_prefab, new Vector3(1.0f, getInterfaceExtentionRate() * 0.7f - 2.7f, 0.0f), Vector3.zero, chara_hp_trans, null, 3.0f);
        }
    }
 void SetUpUVParam(GlobalDefine.PartyCharaIndex charaIndex, Rect rect)
 {
     if (charaIndex == GlobalDefine.PartyCharaIndex.MOB_2)
     {
         m_DebugPartyOffset.ThirdUnitMaterial.SetTextureOffset("_MainTex", rect.position);
         m_DebugPartyOffset.ThirdUnitMaterial.SetTextureScale("_MainTex", rect.size);
     }
 }
Beispiel #7
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    public void AddData(PacketStructUnit unitData, GlobalDefine.PartyCharaIndex partyCharaIndex, PacketStructUnit[] partyUnits)
    {
        PartyMemberStatusListItemContext unitStatus = new PartyMemberStatusListItemContext();

        unitStatus.PartyCharaIndex = partyCharaIndex;
        SetUnitData(ref unitStatus, unitData, partyUnits);
        UnitStatusParams.Add(unitStatus);
    }
Beispiel #8
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    public void ChangeData(PacketStructUnit unitData, GlobalDefine.PartyCharaIndex partyCharaIndex, PacketStructUnit[] partyUnits)
    {
        PartyMemberStatusListItemContext selectUnitStatus = UnitStatusParams.Find(value => value.PartyCharaIndex == partyCharaIndex);

        SetUnitData(ref selectUnitStatus, unitData, partyUnits);
        UpdateOtherMemberStatus(partyCharaIndex, partyUnits);
        SetStatusParam();
    }
Beispiel #9
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 public bool IsSkillMenuActiveUnit(GlobalDefine.PartyCharaIndex index)
 {
     if (index == m_CharaIdx)
     {
         return(true);
     }
     return(false);
 }
    protected override void PageSwitchSetting(bool initalize)
    {
        base.PageSwitchSetting(initalize);

        AndroidBackKeyManager.Instance.StackPush(m_CanvasObj.gameObject, OnSelectReturn);

        //--------------------------------
        //	オブジェクトの取得
        //--------------------------------
        m_PartyMemberUnitGroup = m_CanvasObj.GetComponentInChildren <PartyMemberUnitGroup>();
        m_PartyMemberUnitGroup.SetPositionAjustStatusBar(new Vector2(0, -132));
        m_PartyMemberUnitGroup.SetSizeParfect(new Vector2(0, 100));

        m_UnitGrid = m_CanvasObj.GetComponentInChildren <UnitGridComplex>(); //ユニットグリッド取得
        m_UnitGrid.SetPositionAjustStatusBar(new Vector2(0, -15), new Vector2(-48, -355));
        m_UnitGrid.AttchUnitGrid <UnitGridView>(UnitGridView.Create());

        m_ExpandWindow = m_CanvasObj.GetComponentInChildren <ExpandWindow>();
        m_ExpandWindow.SetPositionAjustStatusBar(new Vector2(0, -232));
        m_ExpandWindow.DidSelectButton = SelectWindowButton;

        m_PartyMemberStatusPanel = m_CanvasObj.GetComponentInChildren <PartyMemberStatusPanel>();

        m_UnitPartyAssignButtonPanel = m_CanvasObj.GetComponentInChildren <UnitPartyAssignButtonPanel>();

        m_SelectPartyCharaIndex = GlobalDefine.PartyCharaIndex.ERROR;
        m_IsPartyMemberChange   = false;

        //カレントパーティ設定
        m_CurrentSelectPartyIndex = UserDataAdmin.Instance.m_StructPlayer.unit_party_current;

        CreatePartyMemberUnitGroup(); // パーティメンバーの作成
        CreateUnitGrid();             // ユニットリストの作成
        CreatePatyStatusPanel();
        ChangeUnitGridMark();

        if (m_UnitPartyAssignButtonPanel != null)
        {
            m_UnitPartyAssignButtonPanel.ClickExecuteButton = OnClickDecision;
            m_UnitPartyAssignButtonPanel.ClickReturnButton  = OnSelectReturn;
        }

        m_ExpandWindow.Close(true);

        if (MainMenuParam.m_PartyAssignPrevPage == MAINMENU_SEQ.SEQ_QUEST_SELECT_PARTY)
        {
            MainMenuManager.Instance.currentCategory = MAINMENU_CATEGORY.QUEST;
        }
        else
        {
            MainMenuManager.Instance.currentCategory = MAINMENU_CATEGORY.UNIT;
        }
        m_IsShowChangeConfirmation   = false;
        m_IsFinishChangeConfirmation = false;
        CheckUnitSpace();
    }
Beispiel #11
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    public static void plusFormedSkillCounts(int skill_index, GlobalDefine.PartyCharaIndex member_index, int value)
    {
        int new_value = m_FormedSkillCounts[skill_index, (int)member_index] + value;

        if (new_value < 0)
        {
            new_value = 0;
        }
        m_FormedSkillCounts[skill_index, (int)member_index] = new_value;
    }
Beispiel #12
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 /// <summary>
 /// スキル効果を適用
 /// </summary>
 /// <param name="passive_skill_master"></param>
 /// <param name="member_index"></param>
 /// <param name="is_link_member"></param>
 /// <param name="dest_param_ai"></param>
 public void applySkill(MasterDataSkillPassive passive_skill_master, GlobalDefine.PartyCharaIndex member_index, bool is_link_member)
 {
     for (MasterDataDefineLabel.AutoPlaySkillType skill_type = MasterDataDefineLabel.AutoPlaySkillType.NONE + 1; skill_type < MasterDataDefineLabel.AutoPlaySkillType.MAX; skill_type++)
     {
         bool is_exist = passive_skill_master.Check_AutoPlaySkillType(skill_type);
         if (is_exist)
         {
             applySkill(skill_type, member_index, is_link_member);
         }
     }
 }
 public void changeUnit(GlobalDefine.PartyCharaIndex prevIndex, GlobalDefine.PartyCharaIndex nextIndex)
 {
     if (prevIndex != GlobalDefine.PartyCharaIndex.HERO)
     {
         m_UnitIcon[(int)prevIndex].setSelect(false);
     }
     if (nextIndex != GlobalDefine.PartyCharaIndex.HERO)
     {
         m_UnitIcon[(int)nextIndex].setSelect(true);
     }
 }
 public void setup(GlobalDefine.PartyCharaIndex index, System.Action <GlobalDefine.PartyCharaIndex> action)
 {
     for (int i = 0; i < (int)GlobalDefine.PartyCharaIndex.MAX; ++i)
     {
         m_UnitIcon[i].setup(InGamePlayerParty.Instance.m_PartyUnit[i].Unit_base, InGamePlayerParty.Instance.m_PartyUnit[i].Attribute_circle, (GlobalDefine.PartyCharaIndex)i, i == (int)index);
         m_UnitIcon[i].m_ClickAction = action;
     }
     HeroImage     = InGamePlayerParty.Instance.m_InGamePartyManager.Hero_face;
     HeroImageMask = InGamePlayerParty.Instance.m_InGamePartyManager.Hero_face_mask;
     changeHero(index == GlobalDefine.PartyCharaIndex.HERO);
 }
Beispiel #15
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    private static BattleSkillActivity getLeaderSkillActivity(GlobalDefine.PartyCharaIndex charaIdx, CharaParty PlayerParty)
    {
        BattleSkillActivity activity = new BattleSkillActivity();

        if (activity == null)
        {
            return(null);
        }

        if (charaIdx < 0 || charaIdx >= GlobalDefine.PartyCharaIndex.MAX)
        {
            return(null);
        }

        if (PlayerParty == null)
        {
            return(null);
        }
        // パーティリーダーキャラ情報を取得
        CharaOnce chara = PlayerParty.getPartyMember(charaIdx, CharaParty.CharaCondition.EXIST);

        if (chara == null)
        {
            return(null);
        }

        if (chara == null)
        {
            return(null);
        }

        if (!chara.m_bHasCharaMasterDataParam)
        {
            return(null);
        }

        MasterDataSkillLeader skill = BattleParam.m_MasterDataCache.useSkillLeader(chara.m_CharaMasterDataParam.skill_leader);

        if (skill == null)
        {
            return(null);
        }

        //--------------------------------------------------------------------
        // スキル発動情報設定
        //--------------------------------------------------------------------
        activity.m_SkillParamOwnerNum = charaIdx;
        activity.m_SkillParamFieldID  = 0;
        activity.m_SkillParamSkillID  = chara.m_CharaMasterDataParam.skill_leader;
        activity.m_SkillType          = ESKILLTYPE.eLEADER;

        return(activity);
    }
    public int addSkill(GlobalDefine.PartyCharaIndex party_member_index, string skill_name, ESKILLTYPE skill_type, MasterDataDefineLabel.ElementType skill_element, int active_skill_index)
    {
        SkillInfo skill_info = new SkillInfo(party_member_index, skill_name, skill_type, skill_element, active_skill_index, m_SkillIndex);

        m_SkillInfos.Add(skill_info);

        int ret_val = m_SkillIndex;

        m_SkillIndex++;

        return(ret_val);
    }
Beispiel #17
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    //------------------------------------------------------------------------

    /*!
     *  @brief		LBSリクエスト設定
     *  @param[in]	int		(nIdx)		キャラインデックス
     */
    //------------------------------------------------------------------------
    public static void RequestLBS(GlobalDefine.PartyCharaIndex nIdx)
    {
        if (nIdx >= 0 && nIdx < GlobalDefine.PartyCharaIndex.MAX)
        {
            m_LBSCharaIdx = nIdx;
        }
        else if (nIdx == GlobalDefine.PartyCharaIndex.HERO &&
                 IsKobetsuHP
                 )
        {
            m_LBSCharaIdx = nIdx;
        }
    }
Beispiel #18
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 private void UpdateOtherMemberStatus(GlobalDefine.PartyCharaIndex changeCharaIndex, PacketStructUnit[] partyUnits)
 {
     for (var i = (int)GlobalDefine.PartyCharaIndex.LEADER; i < partyUnits.Length; i++)
     {
         var charaIndex = (GlobalDefine.PartyCharaIndex)i;
         if (changeCharaIndex == charaIndex)
         {
             continue;
         }
         var selectUnitStatus = UnitStatusParams.Find(value => value.PartyCharaIndex == charaIndex);
         SetUnitData(ref selectUnitStatus, partyUnits[i], partyUnits);
     }
 }
Beispiel #19
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    private static BattleSkillActivity getSkillActivity(GlobalDefine.PartyCharaIndex charaIdx, uint skillID, ESKILLTYPE skillType)
    {
        BattleSkillActivity activity = new BattleSkillActivity();

        //--------------------------------
        // スキル情報を設定
        //--------------------------------
        activity.m_SkillParamOwnerNum = charaIdx;
        activity.m_SkillParamFieldID  = 0;
        activity.m_SkillParamSkillID  = skillID;
        activity.m_SkillType          = skillType;

        return(activity);
    }
    void SetUpUVParam(GlobalDefine.PartyCharaIndex charaIndex)
    {
        int index = (int)charaIndex;

        if (index < 0 || m_OffsetXArray.GetLength(1) <= index)
        {
            return;
        }
        Rect rect = new Rect(m_OffsetXArray[m_Index, index],
                             m_OffsetYArray[m_Index, index],
                             m_TilingArray[m_Index, index],
                             m_TilingArray[m_Index, index]);

        SetUpUVParam(charaIndex, rect);
    }
    private void setEnableLimitBreak(int on_off, GlobalDefine.PartyCharaIndex caster_index)
    {
        if (caster_index >= GlobalDefine.PartyCharaIndex.LEADER && caster_index < GlobalDefine.PartyCharaIndex.MAX)
        {
            // リミブレスキルを使用可能に
            CharaOnce chara_once = BattleParam.m_PlayerParty.getPartyMember(caster_index, CharaParty.CharaCondition.SKILL_TURN1);
            if (chara_once != null)
            {
                m_IsForbidLimitBreak[(int)caster_index] = !(on_off != 0);
                chara_once.AddCharaLimitBreak(99999);
            }
        }

        m_IsNextCommand = true;
    }
Beispiel #22
0
    public static void plusPartyMemberHands(GlobalDefine.PartyCharaIndex member_index, int value)
    {
        if (member_index == GlobalDefine.PartyCharaIndex.GENERAL)
        {
            member_index = m_PlayerParty.getGeneralPartyMember();
        }

        if (member_index >= GlobalDefine.PartyCharaIndex.LEADER && member_index < GlobalDefine.PartyCharaIndex.MAX)
        {
            m_PartyMemberHands[(int)member_index] += value;
            if (m_PartyMemberHands[(int)member_index] < 0)
            {
                m_PartyMemberHands[(int)member_index] = 0;
            }
        }
    }
Beispiel #23
0
    public static bool BattleInitialize(BattleReq cBattleReq, SceneModeContinuousBattle continuous_battle)
    {
        initBattleParam(continuous_battle);

        m_BattleRequest = cBattleReq;
        if (cBattleReq != null)
        {
            m_QuestBuild = cBattleReq.m_QuestBuild;
        }
        else
        {
            m_QuestBuild = null;
        }

        m_EnemyToPlayerTarget = GlobalDefine.PartyCharaIndex.ERROR;
        return(BattleSceneManager.Instance.PRIVATE_FIELD.BattleInitialize());
    }
        public SkillInfo(GlobalDefine.PartyCharaIndex party_member_index, string skill_name, ESKILLTYPE skill_type, MasterDataDefineLabel.ElementType skill_element, int active_skill_index, int skill_index)
        {
            m_Caster = party_member_index;
            if (m_Caster == GlobalDefine.PartyCharaIndex.GENERAL)
            {
                m_Caster = BattleParam.m_PlayerParty.getGeneralPartyMember();
            }

            m_SkillName        = skill_name;
            m_SkillType        = skill_type;
            m_SkillElement     = skill_element;
            m_ActiveSkillIndex = active_skill_index;
            m_SkillIndex       = skill_index;
            m_ResurrectFlag    = 0;

            m_Key = ((int)m_Caster)
                    + ((m_SkillType == ESKILLTYPE.eLINK || m_SkillType == ESKILLTYPE.eLINKPASSIVE) ? 100 : 0);
        }
Beispiel #25
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        private CostInfo _getActiveSkillCost(GlobalDefine.PartyCharaIndex member_index, int active_skill_no)
        {
            CostInfo ret_val = null;

            CharaOnce chara_once = BattleParam.m_PlayerParty.getPartyMember(member_index, CharaParty.CharaCondition.EXIST);

            if (chara_once != null)
            {
                uint active_skill_fix_id = (active_skill_no == 0) ? chara_once.m_CharaMasterDataParam.skill_active0 : chara_once.m_CharaMasterDataParam.skill_active1;
                MasterDataSkillActive master_data_skill_active = BattleParam.m_MasterDataCache.useSkillActive(active_skill_fix_id);
                if (master_data_skill_active != null)
                {
                    ret_val = new CostInfo(master_data_skill_active.cost1, master_data_skill_active.cost2, master_data_skill_active.cost3, master_data_skill_active.cost4, master_data_skill_active.cost5);
                }
            }

            return(ret_val);
        }
Beispiel #26
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief		リンクシステム:リンクユニットIDの取得
     *          @param[in]	int		(nPartyCharaIdx)	パーティキャラ番号
     *          @return		uint	[キャラID]
     *          @note		パーティキャラから、リンクユニットのキャラIDを取得
     */
    //----------------------------------------------------------------------------
    static public uint GetLinkUnitID(GlobalDefine.PartyCharaIndex nPartyCharaIdx)
    {
        uint unResult = 0;

        //--------------------------------
        // エラーチェック
        //--------------------------------
        CharaOnce chara_once = BattleParam.m_PlayerParty.getPartyMember(nPartyCharaIdx, CharaParty.CharaCondition.EXIST);

        if (chara_once == null)
        {
            return(unResult);
        }

        unResult = chara_once.m_LinkParam.m_CharaID;

        return(unResult);
    }
 public void changePartyUnit(GlobalDefine.PartyCharaIndex index)
 {
     if (index == GlobalDefine.PartyCharaIndex.ERROR)
     {
         return;
     }
     if (m_CharaIdx == index)
     {
         return;
     }
     if (index != GlobalDefine.PartyCharaIndex.HERO)
     {
         if (InGamePlayerParty.Instance != null &&
             InGamePlayerParty.Instance.m_PartyUnit[(int)index].IsSetUnit() == false)
         {
             return;
         }
     }
     SoundUtil.PlaySE(SEID.SE_MENU_OK);
     skillWindowParty.changeUnit(m_CharaIdx, index);
     skillWindowParty.changeHero(index == GlobalDefine.PartyCharaIndex.HERO);
     if (index != GlobalDefine.PartyCharaIndex.HERO)
     {
         if (m_CharaIdx == GlobalDefine.PartyCharaIndex.HERO)
         {
             skillWindowTag.Tab_active = true;
             UnityUtil.SetObjectEnabledOnce(unitNamePanel.gameObject, true);
             setupStatusWindow();
         }
         m_CharaId  = SceneModeContinuousBattle.Instance.m_PlayerPartyChara[(int)index].m_CharaMasterDataParam.fix_id;
         m_CharaIdx = index;
         initPanel();
         if (UnityUtil.ChkObjectEnabled(unitLinkPanel.gameObject) == true &&
             skillWindowTag.Link_tag_active == false)
         {
             setupStatusWindow();
         }
     }
     else
     {
         initHero();
     }
 }
Beispiel #28
0
    /// <summary>
    /// 各メンバーのスキル成立数を取得
    /// </summary>
    /// <param name="member_index"></param>
    /// <returns></returns>
    public static int getPartyMemberHands(GlobalDefine.PartyCharaIndex member_index)
    {
        if (member_index == GlobalDefine.PartyCharaIndex.GENERAL)
        {
            member_index = m_PlayerParty.getGeneralPartyMember();
        }

        if (member_index >= GlobalDefine.PartyCharaIndex.LEADER && member_index < GlobalDefine.PartyCharaIndex.MAX)
        {
            int ret_val = m_PartyMemberHands[(int)member_index];

            if (ret_val > 0)
            {
                return(ret_val);
            }
        }

        return(0);
    }
    public bool isForbidLimitBreak(GlobalDefine.PartyCharaIndex caster_index)
    {
        if (BattleParam.IsTutorial())
        {
            if (m_IsForbidButton)
            {
                return(true);
            }
            if (caster_index >= GlobalDefine.PartyCharaIndex.LEADER && caster_index < GlobalDefine.PartyCharaIndex.MAX)
            {
                return(m_IsForbidLimitBreak[(int)caster_index]);
            }
            if (caster_index == GlobalDefine.PartyCharaIndex.HERO)
            {
                return(true);
            }
        }

        return(false);
    }
Beispiel #30
0
    private static void initBattleParam(SceneModeContinuousBattle continuous_battle)
    {
        if (continuous_battle != null)
        {
            m_QuestAreaID    = continuous_battle.m_QuestAreaID;
            m_QuestMissionID = continuous_battle.m_QuestMissionID;
            m_PlayerParty    = continuous_battle.m_PlayerParty;

            m_QuestFloor = continuous_battle.m_QuestFloor;
            m_AcquireKey = continuous_battle.m_AcquireKey;

            m_LBSCharaIdx            = continuous_battle.m_LBSCharaIdx;
            m_SkillRequestLimitBreak = continuous_battle.m_SkillRequestLimitBreak;

            m_QuestTotalTurn = continuous_battle.m_QuestTotalTurn;

            m_BattleRound   = continuous_battle.battleCount;
            m_QuestRandSeed = continuous_battle.m_QuestRandSeed;
        }
    }