//エンドレスモード時のターン表示 public static void DisplayTurn() { turnComponent.text = TurnAndPhase.CheckEndlessTurn() + "ターン"; turnComponent.enabled = true; turnBackComponent.enabled = true; homeComponent.enabled = true; }
//テキストの表示 public static void ShowLog(int num) { textComponent.text = logText[num]; timer = 0; VisibleObject(true); //文字表示だけは更新しておく turnComponent.text = TurnAndPhase.CheckEndlessTurn() + "ターン"; }
//エネミー追加 private static void AddEnemy(int ver, int x, int y, bool dig) { int id = enemyParameterList.Count; Vector2 vec = new Vector2(x, y); int[] param = ReadWrite.GetEnemyParameter(ver); //enemyParameterList.Add(ReadWrite.GetEnemyParameter(ver)); if (gameKey == 5 - 1) { int turn = TurnAndPhase.CheckEndlessTurn() + 1; if (turn % 10 == 0) { param[(int)StatusName.HP] += 50 * (turn / 10 - 1); param[(int)StatusName.ATK] += 5 * (turn / 10 - 1); param[(int)StatusName.DEF] += 10 * (turn / 10 - 1); param[(int)StatusName.CDEX] += Mathf.Min(95, 2 * (turn / 10 - 1)); param[(int)StatusName.CPOW] += 10 * (turn / 10 - 1); /* * enemyParameterList[id][(int)StatusName.HP] += 50 * (turn / 10 - 1); * enemyParameterList[id][(int)StatusName.ATK] += 5 * (turn / 10 - 1); * enemyParameterList[id][(int)StatusName.DEF] += 10 * (turn / 10 - 1); * enemyParameterList[id][(int)StatusName.CDEX] += Mathf.Min(95, 2 * (turn / 10 - 1)); * enemyParameterList[id][(int)StatusName.CPOW] += 10 * (turn / 10 - 1); */ } else if (turn % 3 == 0) { param[(int)StatusName.HP] += 10 * (turn / 3 - 1); param[(int)StatusName.ATK] += 2 * (turn / 3 - 1); param[(int)StatusName.DEF] += 2 * (turn / 5 - 1); param[(int)StatusName.CPOW] += 5 * (turn / 10 - 1); /* * enemyParameterList[id][(int)StatusName.HP] += 10 * (turn / 3 - 1); * enemyParameterList[id][(int)StatusName.ATK] += 2 * (turn / 3 - 1); * enemyParameterList[id][(int)StatusName.DEF] += 2 * (turn / 5 - 1); * enemyParameterList[id][(int)StatusName.CPOW] += 5 * (turn / 10 - 1); */ } } enemyParameterList.Add(param); enemyStatusList.Add(MakeStatus(enemyParameterList[id])); enemyPositionList.Add(vec); SummonEnemy(id, ver, vec, dig); }
//エンドレスエネミー private static bool AddEndlessEnemy() { if (gameKey != 5 - 1) { return(false); } int turn = TurnAndPhase.CheckEndlessTurn() + 1; if (turn != 0 && (turn % 3 == 0 || turn % 10 == 0)) { //出現位置上下左右パターン for (int i = 0; i < 4; i++) { endlessCounter++; if (endlessCounter > 3) { endlessCounter = 0; } if (CheckEndlessPosition()) { int version; if (turn % 10 == 0) { version = 4; } else { version = Random.Range(0, 3); } AddEnemy(version, (int)endlessPosition[endlessCounter].x, (int)endlessPosition[endlessCounter].y, true); return(true); } } } return(false); }