public static BattlePhase getBattlePhase() { if (isActiveBattle()) { BattleLogic.EBATTLE_STEP current_step = BattleLogicFSM.Instance.getCurrentStep(); if (current_step < BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INPUT) { return(BattlePhase.OPENING); } if (current_step == BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INPUT) { if (BattleSceneManager.Instance.PRIVATE_FIELD.isHandlingCard() == false) { return(BattlePhase.INPUT); } else { return(BattlePhase.INPUT_HANDLING); } } if (current_step == BattleLogic.EBATTLE_STEP.eBATTLE_STEP_DEAD_RETIRE) { return(BattlePhase.RETIRE); } return(BattlePhase.BATTLING); } return(BattlePhase.NOT_BATTLE); }
/// <summary> /// 指定のステップに移行 /// </summary> /// <param name="step"></param> public void step(BattleLogic.EBATTLE_STEP step) { switch (step) { case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_WAIT_UPDATE: SendFsmEvent("BATTLE_STEP_WAIT_UPDATE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_INIT: SendFsmEvent("BATTLE_STEP_INIT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_INIT_FADEIN: SendFsmEvent("BATTLE_STEP_INIT_FADEIN"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_EVOL_START: SendFsmEvent("BATTLE_STEP_GAME_EVOL_START"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_EVOL_END: SendFsmEvent("BATTLE_STEP_GAME_EVOL_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_INIT_START: SendFsmEvent("BATTLE_STEP_INIT_START"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_SELECT_ACTION: SendFsmEvent("BATTLE_STEP_GAME_SELECT_ACTION"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_TURN_FIRST: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_TURN_FIRST"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_TURN_FIRST_END: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_TURN_FIRST_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INITIATIVE_TITLE: SendFsmEvent("BATTLE_STEP_GAME_INITIATIVE_TITLE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INITIATIVE: SendFsmEvent("BATTLE_STEP_GAME_INITIATIVE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INITIATIVE_ATTACK: SendFsmEvent("BATTLE_STEP_GAME_INITIATIVE_ATTACK"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INITIATIVE_END: SendFsmEvent("BATTLE_STEP_GAME_INITIATIVE_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PHASE_PLAYER_START: SendFsmEvent("BATTLE_STEP_GAME_PHASE_PLAYER_START"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_THINK: SendFsmEvent("BATTLE_STEP_GAME_THINK"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_INPUT: SendFsmEvent("BATTLE_STEP_GAME_INPUT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_SKILL_SORT: SendFsmEvent("BATTLE_STEP_GAME_SKILL_SORT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_SKILL_SORT2: SendFsmEvent("BATTLE_STEP_GAME_SKILL_SORT2"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_COUNT_FADE_IN: SendFsmEvent("BATTLE_STEP_GAME_COUNT_FADE_IN"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_COUNT_FADE_OUT: SendFsmEvent("BATTLE_STEP_GAME_COUNT_FADE_OUT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_TITLE_IN: SendFsmEvent("BATTLE_STEP_GAME_ACTION_TITLE_IN"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION: SendFsmEvent("BATTLE_STEP_GAME_ACTION"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION2: SendFsmEvent("BATTLE_STEP_GAME_ACTION2"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_FINISH: SendFsmEvent("BATTLE_STEP_GAME_ACTION_FINISH"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_TITLE_OUT: SendFsmEvent("BATTLE_STEP_GAME_ACTION_TITLE_OUT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_BOOST_SKILL_TITLE: SendFsmEvent("BATTLE_STEP_GAME_BOOST_SKILL_TITLE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_BOOST_SKILL: SendFsmEvent("BATTLE_STEP_GAME_BOOST_SKILL"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_BOOST_SKILL_FINISH: SendFsmEvent("BATTLE_STEP_GAME_BOOST_SKILL_FINISH"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_SKILL_TITLE: SendFsmEvent("BATTLE_STEP_GAME_ACTION_SKILL_TITLE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_SKILL: SendFsmEvent("BATTLE_STEP_GAME_ACTION_SKILL"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_SKILL_FINISH: SendFsmEvent("BATTLE_STEP_GAME_ACTION_SKILL_FINISH"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PASSIVE_SKILL_TITLE: SendFsmEvent("BATTLE_STEP_GAME_PASSIVE_SKILL_TITLE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PASSIVE_SKILL: SendFsmEvent("BATTLE_STEP_GAME_PASSIVE_SKILL"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PASSIVE_SKILL_FINISH: SendFsmEvent("BATTLE_STEP_GAME_PASSIVE_SKILL_FINISH"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_LINK_PASSIVE_TITLE: SendFsmEvent("BATTLE_STEP_GAME_LINK_PASSIVE_TITLE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_LINK_PASSIVE: SendFsmEvent("BATTLE_STEP_GAME_LINK_PASSIVE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_LINK_PASSIVE_FINISH: SendFsmEvent("BATTLE_STEP_GAME_LINK_PASSIVE_FINISH"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ACTION_END: SendFsmEvent("BATTLE_STEP_GAME_ACTION_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PHASE_ENEMY_START: SendFsmEvent("BATTLE_STEP_GAME_PHASE_ENEMY_START"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_AILMENTUPDATE: SendFsmEvent("BATTLE_STEP_GAME_AILMENTUPDATE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_TURNUPDATE: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_TURNUPDATE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_TURN: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_TURN"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_PHASE_ENEMY_END: SendFsmEvent("BATTLE_STEP_GAME_PHASE_ENEMY_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_COUNTER_PLAYER: SendFsmEvent("BATTLE_STEP_GAME_COUNTER_PLAYER"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_RESULT: SendFsmEvent("BATTLE_STEP_GAME_RESULT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_CLEAR: SendFsmEvent("BATTLE_STEP_GAME_CLEAR"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_DEAD_GAMEOVER: SendFsmEvent("BATTLE_STEP_DEAD_GAMEOVER"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_DEAD_GAMEOVER_WAIT: SendFsmEvent("BATTLE_STEP_DEAD_GAMEOVER_WAIT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_DEAD_CONTINUE: SendFsmEvent("BATTLE_STEP_DEAD_CONTINUE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_DEAD_RETIRE: SendFsmEvent("BATTLE_STEP_DEAD_RETIRE"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_LIMITBREAK: SendFsmEvent("BATTLE_STEP_LIMITBREAK"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_LIMITBREAK_WAIT: SendFsmEvent("BATTLE_STEP_LIMITBREAK_WAIT"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_LIMITBREAK_END: SendFsmEvent("BATTLE_STEP_LIMITBREAK_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_REACTION_START: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_REACTION_START"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_REACTION: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_REACTION"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_GAME_ENEMY_REACTION_END: SendFsmEvent("BATTLE_STEP_GAME_ENEMY_REACTION_END"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_ERROR: SendFsmEvent("BATTLE_STEP_ERROR"); break; case BattleLogic.EBATTLE_STEP.eBATTLE_STEP_MAX: break; } if (m_Step != step) { m_IsChangeStepTriger = true; } m_PrevStep = m_Step; m_Step = step; return; }