//---------------------------------------------------------------------------- /*! * @brief Unity固有処理:更新処理 ※定期処理 */ //---------------------------------------------------------------------------- void Update() { //-------------------------------- // プレイヤー関連ゲージの更新 // ※パーティ情報に更新があった場合のみ更新 //-------------------------------- if (m_PlayerParty != null && m_PlayerParty.m_PartySetupOK == true && SceneModeContinuousBattle.Instance.m_InGameBattleInitOK == true && BattleParam.m_PlayerParty != null) { int total_hands = 0; // 保存しているSPと現在値が異なっている場合、SP表示更新。 if (m_PartyTotalSPPrv != m_PlayerParty.m_PartyTotalSP && BattleSkillCutinManager.Instance != null && BattleSkillCutinManager.Instance.isRunning() == false) { m_PartyTotalSPPrv = m_PlayerParty.m_PartyTotalSP; m_InGamePartyManager.setGaugeSp(m_PartyTotalSPPrv); } // 総Hands数 if (m_HandsView == true) { for (int i = 0; i < (int)GlobalDefine.PartyCharaIndex.MAX; i++) { if (InGamePlayerParty.m_PlayerPartyChara[i] != null && InGamePlayerParty.m_PlayerPartyChara[i].m_CharaMasterDataParam != null) { total_hands += BattleParam.getPartyMemberHands((GlobalDefine.PartyCharaIndex)i); } } if (m_PartyTotalHandsPrv != total_hands) { if (m_PartyTotalHandsPrv < 0 && total_hands == 0) { } else { m_PartyTotalHandsPrv = total_hands; m_InGamePartyManager.setTotalHands(m_PartyTotalHandsPrv); } } } else { m_PartyTotalHandsPrv = -1; if (m_InGamePartyManager.Total_hands_active == true) { m_InGamePartyManager.setTotalHands(-1); } } if (BattleParam.m_PlayerParty.m_BattleHero != null && m_HeroTotalSkillPrv != BattleParam.m_PlayerParty.m_BattleHero.getSkillTurn()) { m_HeroTotalSkillPrv = BattleParam.m_PlayerParty.m_BattleHero.getSkillTurn(); //---------------------------------------- // スキルターン数に合わせてUIのゲージ更新 //---------------------------------------- float rate = 0; if (BattleParam.m_PlayerParty.m_BattleHero.getSkillTurnMax() != 0) { rate = 1 - ((float)m_HeroTotalSkillPrv / (float)BattleParam.m_PlayerParty.m_BattleHero.getSkillTurnMax()); } m_HeroGauge.fillAmount = rate; if (BattleParam.m_PlayerParty.m_BattleHero.checkHeroSkillTurn() == false) { m_InGamePartyManager.Hero_balloon_text = string.Format(GameTextUtil.GetText("hero_skill_hands_battle"), m_HeroTotalSkillPrv); m_InGamePartyManager.Hero_balloon2_active = false; if (m_InfoOpen == true && m_InGamePartyManager.Hero_balloon1_active == false) { m_InGamePartyManager.Hero_balloon1_active = true; } } else { m_InGamePartyManager.Hero_balloon2_active = true; m_InGamePartyManager.Hero_balloon1_active = false; if (BattleSceneUtil.checkLimitBreak(BattleParam.m_PlayerParty, GlobalDefine.PartyCharaIndex.HERO, BattleParam.m_EnemyParam, BattleParam.m_TargetEnemyCurrent) == false) { m_InGamePartyManager.Hero_balloon2_color = Balloon_gray; } else { m_InGamePartyManager.Hero_balloon2_color = Color.white; } } } } if (InGameQuestData.Instance != null) { //---------------------------------------- // 金額総数を表示 //---------------------------------------- if (m_CoinNum != InGameQuestData.Instance.GetAcquireMoneyTotal()) { m_CoinNum = InGameQuestData.Instance.GetAcquireMoneyTotal(); m_InGamePartyManager.Coin_num = m_CoinNum.ToString(); } //---------------------------------------- // 取得チケット数を表示 //---------------------------------------- if (m_TicketNum != InGameQuestData.Instance.GetAcquireTicketTotal()) { m_TicketNum = InGameQuestData.Instance.GetAcquireTicketTotal(); m_InGamePartyManager.Ticket_num = m_TicketNum.ToString(); } //---------------------------------------- // 取得ユニット数数を表示 //---------------------------------------- if (m_UnitNum != InGameQuestData.Instance.GetAcquireUnitTotal()) { m_UnitNum = InGameQuestData.Instance.GetAcquireUnitTotal(); m_InGamePartyManager.Unit_num = m_UnitNum.ToString(); } } // 「Ready」アニメーション制御 if (m_InGamePartyManager.Hero_balloon2_active && (InGameMenuManagerQuest2.Instance != null && InGameMenuManagerQuest2.Instance.isSkillMenuActive == false)) { bool animStop = false; if (BattleParam.getBattlePhase() == BattleParam.BattlePhase.INPUT_HANDLING || BattleParam.isCountDown() ) { // プレイヤー操作中・カウントダウン中はアニメーションしない。「Ready」表示状態で止める。 animStop = true; } setReadyAnimation(animStop); } }