Example #1
0
    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);
    }
Example #2
0
    /// <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;
    }