Example #1
0
 public AbnormalStateElement(int remainingTurn, bool isAllTheWay, AbnormalStateType abnormalStateType, BattleCharacter owner, BattleSystem battleSystem)
 {
     RemainingTurn     = remainingTurn;
     this.isAllTheWay  = isAllTheWay;
     AbnormalStateType = abnormalStateType;
     Owner             = owner;
     BattleSystem      = battleSystem;
 }
Example #2
0
 public BattleStateBase(BattleSystem battleManager)
 {
     this.battleSystem = battleManager;
 }
 public PlayerSelectCommand(BattleSystem battleManager) : base(battleManager)
 {
 }
Example #4
0
 public End(BattleSystem battleManager) : base(battleManager)
 {
 }
 public EnemySelectCommand(BattleSystem battleManager) : base(battleManager)
 {
 }
 public PlayerTurnStart(BattleSystem battleManager) : base(battleManager)
 {
 }
Example #7
0
 public Begin(BattleSystem battleManager) : base(battleManager)
 {
 }
Example #8
0
 public AbnormalStateController(BattleCharacter owner, BattleSystem battleSystem)
 {
     this.owner        = owner;
     this.battleSystem = battleSystem;
 }
 public InvokeCommand(BattleSystem battleManager) : base(battleManager)
 {
 }
Example #10
0
        public static IAbnormalStateElement Create(AbnormalStateType abnormalStateType, bool isAllTheWay, BattleCharacter owner, BattleSystem battleSystem)
        {
            var remainingTurn = GetRemainingTurn(abnormalStateType);

            switch (abnormalStateType)
            {
            case AbnormalStateType.Poison:
                return(new AbnormalStateElementPoison(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem));

            case AbnormalStateType.Paralysis:
            case AbnormalStateType.Confusion:
            case AbnormalStateType.BlindEyes:
            case AbnormalStateType.Flinch:
            case AbnormalStateType.Vitals:
            case AbnormalStateType.Quilting:
            case AbnormalStateType.Tiredness:
            case AbnormalStateType.Seal:
            case AbnormalStateType.Healing:
            case AbnormalStateType.MindEyes:
            case AbnormalStateType.Absorption:
            case AbnormalStateType.FastRunner:
            case AbnormalStateType.CounterAttack:
                return(new AbnormalStateElement(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem));

            default:
                Assert.IsTrue(false, $"{abnormalStateType}は未対応です");
                return(null);
            }
        }
 public PlayerTurnEnd(BattleSystem battleManager) : base(battleManager)
 {
 }
 public AbnormalStateElementPoison(int remainingTurn, bool isAllTheWay, AbnormalStateType abnormalStateType, BattleCharacter owner, BattleSystem battleSystem)
     : base(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem)
 {
 }
Example #13
0
 public EnemyTurnStart(BattleSystem battleManager) : base(battleManager)
 {
 }