Example #1
0
 public MapEventEnemy(List <string> enemies, Map map, SirokoStats status)
 {
     this.enemies   = enemies;
     this.status    = status;
     this.eventType = EventType.ENEMY;
     this.map       = map;
 }
Example #2
0
    //戦闘結果をステータスに反映する
    void applyBattleStateToStatus()
    {
        SirokoStats status = FindObjectOfType <SirokoStats>();

        //TODO アイテムをMonobehaviour依存のないクラスにまとめる
        status.items = new List <string>();
        foreach (BattleItem item in items)
        {
            status.items.Add(item.item.itemName);
        }
        status.mp = player.mp;
        status.hp = player.hp;
        status.addTurnCount(turnCount);
        //reward回収
        foreach (BattleReward reward in rewards.rewards)
        {
            switch (reward.rewardType)
            {
            case BattleReward.RewardType.GOLD:
                status.gold += reward.amount;
                break;

            case BattleReward.RewardType.EQUIP:
                Debug.Log("装備落とすのは未実装");
                break;

            case BattleReward.RewardType.ITEM:
                Debug.Log("アイテム落とすのは未実装");
                break;
            }
        }
    }
Example #3
0
    public void addActionUnInteractable(string actionName)
    {
        if (!status)
        {
            status = FindObjectOfType <SirokoStats>();
        }
        ActionButton created = Instantiate(actionButtonPrefab, contents.transform);
        Action       a       = ActionStore.getActionByName(actionName);

        created.actionName.text       = actionName;
        created.backgroundImage.color = getRarityColor(a.rarity);
        created.mp.text = a.cost.ToString();
        created.wt.text = ((int)(a.waitTime * BattleCharacter.getDefaultWaitTimeCutRate(status.getSpeedLevel()))).ToString();
        if (a.effectList.Exists(x => x.hasAttribute(Effect.Attribute.MAGIC)))
        {
            created.actionTypeImage.sprite = rod;
        }
        else
        {
            created.actionTypeImage.sprite = spear;
        }
        created.messageArea = messageArea;

        actionbuttons.Add(created);
    }
Example #4
0
 public MapEventGold(int amount, SirokoStats status, Map map)
 {
     this.amount    = amount;
     this.status    = status;
     this.eventType = EventType.GOLD;
     this.map       = map;
 }
Example #5
0
 // Use this for initialization
 void Start()
 {
     status = FindObjectOfType <SirokoStats>();
     initialize();
     battleModel.setLoadFinished();
     battleModel.onTurnStart();//こっち側で設定が終わったのでバトルを開始する
 }
 public void findStatus()
 {
     if (!status)
     {
         status = FindObjectOfType <SirokoStats>();
     }
 }
Example #7
0
 // Use this for initialization
 void Start()
 {
     status = FindObjectOfType <SirokoStats>();
     if (!status)
     {
         Debug.LogWarning("ステータス掴みそこねた");
     }
     refresh();
 }
Example #8
0
 public MapEventTreasure(SirokoStats status, Map map, TreasureType treasureType, string treasureName, DialogMenu dialog)
 {
     this.status       = status;
     this.map          = map;
     this.eventType    = EventType.TREASURE;
     this.treasureType = treasureType;
     this.treasureName = treasureName;
     this.dialog       = dialog;
 }
Example #9
0
 public void refresh()
 {
     if (!status)
     {
         status = FindObjectOfType <SirokoStats>();
     }
     leftHand.refresh();
     rightHand.refresh();
     goldText.numerate(status.gold);
 }
Example #10
0
 public void refresh()
 {
     if (!status)
     {
         status = FindObjectOfType <SirokoStats>();
     }
     updateGold();
     updateActionsArea();
     updateEquips();
     updateParameters();
     updateTotalLevel();
 }
Example #11
0
    public void loadStatusData()
    {
        SirokoStats s = FindObjectOfType <SirokoStats>();

        if (s == null)
        {
            Debug.LogWarning("ステータス掴みそこねた");
        }
        else
        {
            status = s;
        }
    }
Example #12
0
    public void loadStatusData()
    {
        SirokoStats s = FindObjectOfType <SirokoStats>();

        if (s == null)
        {
            status = Instantiate(status_default);
            DontDestroyOnLoad(s);
        }
        else
        {
            status = s;
        }
    }
Example #13
0
 // Use this for initialization
 void Start()
 {
     siroko = FindObjectOfType <SirokoStats>();
     if (!siroko)
     {
         siroko = Instantiate <SirokoStats>(sirokoPrefab);
     }
     siroko.strength      = (int)strength.value;
     siroko.intelligence  = (int)intelligence.value;
     siroko.magicCapacity = (int)magicCapacity.value;
     siroko.speed         = (int)speed.value;
     siroko.defence       = (int)defence.value;
     siroko.vitality      = (int)vitality.value;
     setDefaultBattleData();
 }
Example #14
0
    // Use this for initialization
    void Start()
    {
        congratsTimer = 0;

        status = FindObjectOfType <SirokoStats>();

        if (!status)
        {
            Debug.LogWarning("ステータスないよ 直接起動した?");
            return;
        }

        goldReturn.numerate(status.gold);
        turnCount.numerate(status.clock);
        updateRanks();
    }
Example #15
0
 // Use this for initialization
 void Start()
 {
     leftHand.setShopLineup(new List <string>()
     {
         "高揚", "大鎌", "凍結"
     }, StoreAreaComponent.ItemKind.ACTION);
     rightHand.setShopLineup(new List <string>()
     {
         "さんかく帽子", "霊気の鎧", "闇"
     }, StoreAreaComponent.ItemKind.EQUIP);
     status = FindObjectOfType <SirokoStats>();
     goldText.numerate(status.gold);
     if (!status)
     {
         Debug.LogError("ステータス掴みそこねた(ストアメニュー)");
     }
     refresh();
 }
Example #16
0
    public bool canBuyThis()
    {
        //もう買ってると買えない
        if (isBought)
        {
            return(false);
        }

        //お金が足りないと買えない
        SirokoStats status = GameObject.FindObjectOfType <SirokoStats>();

        if (!status)
        {
            Debug.LogError("status掴みそこねた(ストアアイテム)");
        }
        if (status.gold < cost)
        {
            return(false);
        }

        return(true);
    }
Example #17
0
    public StoreAreaComponentAction parentComponent; //アウトレット接続する

    public new void buy()
    {
        SirokoStats status = FindObjectOfType <SirokoStats>();

        if (!status)
        {
            Debug.LogError("買おうとしたけどステータスない");
            return;
        }
        if (canBuyThis())
        {
            status.buy(kind, itemName, cost);
            //アクションは一つしか買えないので、アクションボタン全体のisBoughtにチェックを入れていく
            parentComponent.notifyActionIsBoughtToChildren();
            refresh();
            storeMenu.refresh();
        }
        else
        {
            Debug.Log("カエナイヨ");
        }
    }
Example #18
0
    public void buy()
    {
        SirokoStats status = FindObjectOfType <SirokoStats>();

        if (!status)
        {
            Debug.LogError("買おうとしたけどステータスない");
            return;
        }
        if (canBuyThis())
        {
            soundsController.playUICoin();
            status.buy(kind, itemName, cost);
            isBought = true;
            refresh();
            storeMenu.refresh();
        }
        else
        {
            Debug.Log("カエナイヨ");
        }
    }
Example #19
0
 // Use this for initialization
 void Start()
 {
     status = FindObjectOfType <SirokoStats>();
 }
Example #20
0
 // Use this for initialization
 void Start()
 {
     //読み込み順バグを避けるためにBattleSceneConstructor側でloadactionsを呼ぶことにしました
     //loadActions();
     status = FindObjectOfType <SirokoStats>();
 }