Beispiel #1
0
        /// <summary>
        ///  <see cref="T:Character.Enemy"/> classのコンストラクタ
        /// </summary>
        /// <param name="builder">このキャラクターの初期設定を保持するEnemyBuilerクラス</param>
        public Enemy(EnemyBuilder builder)
        {
            this.ID             = builder.getId();
            this.NAME           = builder.getName();
            this.abilities      = builder.getAbilities();
            this.DEF            = builder.getDef();
            this.LV             = builder.getLevel();
            this.NORMAL_DROP_ID = builder.getNormalDropId();
            this.RARE_DROP_ID   = builder.getRareDropId();
            this.MODEL_ID       = builder.getModelName();
            this.FACTION        = builder.getFaction();

            this.MAX_HP = builder.getMaxHp();

            this.MAX_MP = builder.getMaxMp();

            this.hp = MAX_HP;
            this.mp = MAX_MP;

            GameObject prefab     = (GameObject)Resources.Load(MODEL_ID);
            GameObject gameobject = MonoBehaviour.Instantiate(prefab);

            this.container = gameobject.GetComponent <Container> ();
            container.setCharacter(this);

            this.UNIQE_ID = UniqueIdCreator.creatUniqueId();

            activeSkillSet   = ActiveSkillSetMasterManager.getInstance().getActiveSkillSetFromId(builder.getActiveSkillSetId(), this);
            reactionSkillSet = ReactionSkillSetMasterManager.getInstance().getReactionSkillSetFromId(builder.getReactionSkillSetId());
            this.ai          = EnemyAISummarizingManager.getInstance().getAiFromId(builder.getAiId(), this, activeSkillSet, reactionSkillSet);

            attributeResistances = builder.getAttributeRegists();
            observer             = new EnemyObserver(ID);
        }
Beispiel #2
0
        private int getAreaDangerLevel(Faction faction, FieldPosition pos)
        {
            var characters = getAreaCharacter(pos);
            int areaLevel  = 0;

            foreach (IBattleable character in characters)
            {
                if (character.isHostility(faction))
                {
                    areaLevel += character.getLevel();
                }
                else
                {
                    areaLevel -= character.getLevel();
                }
            }
            return(areaLevel);
        }
Beispiel #3
0
 public bool isHostility(Faction faction)
 {
     return(this.faction != faction);
 }
Beispiel #4
0
 public bool isHostility(Faction faction)
 {
     return(faction != FACTION);
 }
Beispiel #5
0
 /// <summary>
 /// 与えられたFactionが違いに敵対していないかを返します
 /// </summary>
 /// <returns><c>true</c>, 敵対していない , <c>false</c> 敵対している</returns>
 /// <param name="factionOne"> 判定したいfaction </param>
 /// <param name="factionTwo"> 判定したいfaction </param>
 public static bool isEachFriendly(Faction factionOne, Faction factionTwo)
 {
     //かり
     return(factionOne == factionTwo);
 }