private RuntimeAnimatorController getCharaAnimator(enumCharaNum charaNo) { RuntimeAnimatorController retRAC = null; /* * switch (charaNo) { * case enumCharaNum.syusuran_02: * retRAC = _charaMainAnimetion[1]; * break; * case enumCharaNum.enju_01: * default: * int tmpInt = (int)charaNo; * * Debug.Log (tmpInt); * * retRAC = _charaMainAnimetion[tmpInt]; * break; * } */ int tmpInt = (int)charaNo; //Debug.Log (tmpInt); retRAC = _charaMainAnimetion[tmpInt]; return(retRAC); }
public charaUserStatus(enumCharaNum charaNo, float charaExp) { this.battleStatus = new charaBattleStatus(charaNo); this.totalExp = charaExp; this.charaNo = charaNo; expLevelInfo tmpExp = characterLevelManagerGetter.getManager().calcLv(charaExp); this.nowLv = tmpExp.Lv; this.nextExp = tmpExp.nextExp; this.initParameter(); }
public void setData(enumCharaNum argsCharaNo, float totalExp, int argsEquip) { gameStartingVariable_Single tmpVal = new gameStartingVariable_Single(); tmpVal.CharaNumber = argsCharaNo; tmpVal.totalExp = totalExp; tmpVal.equipNumber = argsEquip; tmpVal.Prefab_charaGrh = Resources.Load <GameObject>("Prefabs/charaBase/charaBase"); tmpVal.Prefab_charaIconSet = Resources.Load <GameObject>("Prefabs/charaIconSet/charaIconSet"); //Flagはシンプルなので、ここで確定させる tmpVal.Prefab_charaFlag = this.getCharacterFlag_InResource(argsCharaNo); charalist.Add(tmpVal); }
private Vector3 getDefaultCharaPositon(enumCharaNum argsChara) { Debug.Log(((float)argsChara * 0.2f)); return(new Vector3(-8.5f + ((float)argsChara * 0.1f), 2.8f, 0f)); /* * switch (argsChara) { * case enumCharaNum.enju_01: * return new Vector3 (3.9f, -5f, 0f); * break; * default: * return new Vector3 (3.9f, -5f, 0f); * break; * } */ }
private Sprite getCharacterIconSprite(enumCharaNum argsCharaNo) { Sprite retSR = null; /* * switch (argsCharaNo) { * case enumCharaNum.syusuran_02: * retSR = _charaFaceIconSprite[1]; * break; * case enumCharaNum.enju_01: * default: * retSR = _charaFaceIconSprite[0]; * break; * } */ int tmpInt = (int)argsCharaNo; retSR = _charaFaceIconSprite[tmpInt]; return(retSR); }
private Object getCharacterFlag_InResource(enumCharaNum argsCharaNo) { //Flagはシンプルなので、ここで確定させる //プレハブから直接設定 Object[] tmpObj = Resources.LoadAll <GameObject>("Prefabs/Flags"); Object retGO = null; int tmpLen = argsCharaNo.ToString().Length; string tmpFileName = "flag_" + argsCharaNo.ToString().Substring(tmpLen - 2, 2); //Debug.Log (tmpFileName); for (int i = 0; i < tmpObj.Length; i++) { if (tmpObj[i].name.Substring(0, 7) == tmpFileName) { retGO = tmpObj[i]; break; } } return(retGO); }
/// <summary> /// キャラの追加/離脱フラグ /// </summary> /// <param name="argsCharaNum">Arguments chara number.</param> /// <param name="argsFlag">If set to <c>true</c> arguments flag.</param> public void saveBattleResultValues_EnterCharacterFlag(enumCharaNum argsCharaNum, bool argsFlag, enumCharactorJoinType joinType) { sVMS.setSaveCharaEnableFlag(argsCharaNum, argsFlag, joinType); }
void battleStageStarter( ) { loadedCharaList = new gameStartingVariable(); //charaStartBattleInfo cSBI = new charaStartBattleInfo (sVMS.getNowSceneChangeValue ()); //sVMS.getNowSceneChangeValue ().sceneFileName = "0-3-0-0"; charaStartBattleInfo cSBI = new charaStartBattleInfo(sVMS.getNowSceneChangeValue()); if (_forDebug) { //for debug //インスペクター上で設定する } else { _sortieCharas = sVMS.getSortieCharaNo(); } for (int loopI = 0; loopI < 9; loopI++) { enumCharaNum tmpC = (enumCharaNum)loopI; //すべてのキャラを作成 if (_sortieCharas[loopI]) { saveCharaValueClass tmpCVC = sVMS.getSaveCharaValue((int)tmpC); //Debug.Log (tmpCVC.exp); loadedCharaList.setData(tmpC, tmpCVC.exp, 0); } } //Prefabsからロード //loadedCharaList.setData (enumCharaNum.syusuran_02, 1, 0); //chataList.setData (enumCharaNum.suzusiro_03, 1, 0); //chataList.setData (enumCharaNum.gyokuran_04, 1, 0); for (int i = 0; i < loadedCharaList.charalist.Count; i++) { gameStartingVariable_Single tmpChara = loadedCharaList.charalist[i]; //charaMain tmpChara.charaBase = Instantiate(tmpChara.Prefab_charaGrh) as GameObject; tmpChara.charaBase.transform.name = "charaBase_" + tmpChara.CharaNumber.ToString(); //キャラクターの初期位置 tmpChara.charaBase.transform.position = cSBI.getCharaPosition(i); //charaAnime Animator tmpAnime = tmpChara.charaBase.transform.FindChild("charaAnime").GetComponent <Animator>(); tmpAnime.runtimeAnimatorController = this.getCharaAnimator(tmpChara.CharaNumber); //charaSprite SpriteRenderer tmpSprite = tmpChara.charaBase.transform.FindChild("charaAnime").GetComponent <SpriteRenderer>(); tmpSprite.sprite = this.getCharaSprite(tmpChara.CharaNumber); tmpChara.charaScript = tmpChara.charaBase.GetComponentInParent <allCharaBase>(); tmpChara.charaScript.thisChara = new charaUserStatus(tmpChara.CharaNumber, tmpChara.totalExp); //経験値の大本もここで渡す tmpChara.charaScript.calcdExp = characterLevelManagerGetter.getManager().calcLv(tmpChara.totalExp); //次への経験値などの経験値情報 tmpChara.charaFlag = Instantiate(tmpChara.Prefab_charaFlag, cSBI.getFlagPosition(i), Quaternion.identity) as GameObject; tmpChara.charaScript.thisCharaIndex = i; tmpChara.charaScript.thisCharaFlag = tmpChara.charaFlag; tmpChara.charaScript.movingStopFlag = false; } //キャラアイコンの1ページ目の作成 this.createCharaIconSet(1); }
public charaBattleStatus(enumCharaNum charaNo) { //init switch (charaNo) { case enumCharaNum.enju_01: //近接タンク型 _atk_info = new charaBattle_info(1.2f, 1f, 0.6f, 1f, 0.1f, 0.9f); _def_info = new charaBattle_info(0.33f, 1f, 0.6f, 0, 0.06f, 0.15f); _mov_info = new charaBattle_info(0.1f, 3f, 0.6f, 0, 0.16f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0f, 0f, 0f, 0f); break; case enumCharaNum.syusuran_02: //遠距離バランス型 _atk_info = new charaBattle_info(0.8f, 1.2f, 2f, 0.9f, 0.09f, 1.05f); _def_info = new charaBattle_info(0.2f, 1f, 1.5f, 0.01f, 0.05f, 0.6f); _mov_info = new charaBattle_info(0.6f, 3f, 0.2f, 0.2f, 0.13f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.suzusiro_03: //バランスタンク型 _atk_info = new charaBattle_info(1f, 1.2f, 1f, 0.5f, 0.07f, 0.8f); _def_info = new charaBattle_info(1f, 1.2f, 0.7f, 0.5f, 0.03f, 0.1f); _mov_info = new charaBattle_info(0.1f, 1.2f, 0.6f, 0.5f, 0.13f, 1f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.akane_04: //近距離高火力型 _atk_info = new charaBattle_info(1.1f, 0.9f, 1f, 0f, 0.1f, 0.85f); _def_info = new charaBattle_info(0.1f, 0.2f, 0.7f, 0.2f, 0.08f, 0.7f); _mov_info = new charaBattle_info(0.1f, 1.1f, 0.1f, 0f, 0.16f, 1f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.houzuki_05: //近距離スピード型ヒーラー _atk_info = new charaBattle_info(1.53f, 2.1f, 0.8f, 2.1f, 0.13f, 1.1f); _def_info = new charaBattle_info(1.53f, 3.5f, 0.5f, 0.5f, 0.1f, 0.3f); _mov_info = new charaBattle_info(0.1f, 3f, 0.1f, 0, 0.3f, 2f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.mokuren_06: //遠距離特化型 _atk_info = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1); _def_info = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f); _mov_info = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.sakura_07: //遠距離スピード型 _atk_info = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1); _def_info = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f); _mov_info = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.sion_08: //遠距離特殊型 _atk_info = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1); _def_info = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f); _mov_info = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.hiragi_09: //万能型 _atk_info = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1); _def_info = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f); _mov_info = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; case enumCharaNum.test_10: //for debug _atk_info = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1); _def_info = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.2f); _mov_info = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f); _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f); break; } this.setCharacterMode(characterMode.Attack); }
/// <summary> /// キャラの追加削除フラグ /// </summary> /// <param name="argsCharaNum">Arguments chara number.</param> /// <param name="argsFlag">If set to <c>true</c> arguments flag.</param> public void setSaveCharaEnableFlag(enumCharaNum argsCharaNum, bool argsFlag, enumCharactorJoinType argsExpType) { int tmpL = (int)argsCharaNum; saveCharaValueClass beforeSCVC = this.getSaveCharaValue(tmpL); //フラグセット beforeSCVC.enable = argsFlag; switch (argsExpType) { case enumCharactorJoinType.dontTouchExp: //何もしない break; case enumCharactorJoinType.maxExp: float maxVal = 0; for (int loopI = 0; loopI < 9; loopI++) { saveCharaValueClass tmpC = this.getSaveCharaValue(loopI); Debug.Log(tmpC.exp); if (maxVal < tmpC.exp) { maxVal = tmpC.exp; } } beforeSCVC.exp = maxVal; break; case enumCharactorJoinType.avarageExp: float Allexp = 0; for (int loopI = 0; loopI < 9; loopI++) { saveCharaValueClass tmpC = this.getSaveCharaValue(loopI); Allexp += tmpC.exp; } beforeSCVC.exp = Allexp / 9f; break; case enumCharactorJoinType.sameEnju: int enjuNum = (int)enumCharaNum.enju_01; beforeSCVC.exp = this.getSaveCharaValue(enjuNum).exp * 0.9f; Debug.Log(beforeSCVC.exp); break; } //レベルを計算してセット beforeSCVC.level = characterLevelManagerGetter.getManager().calcLv(beforeSCVC.exp).Lv; this.setSaveCharaValue(beforeSCVC); }