public void Remove(Menko menko) { menko.gameObject.SetActive(false); var effect = Object.Instantiate(ResourceUtils.GetMenkoReturnEffect()); effect.transform.position = menko.transform.position + Vector3.up * 0.2f; Object.Destroy(effect.gameObject, effect.Duration); }
public MenkoComponents(Menko menko, MenkoBattleData data) { m_transform = menko.GetComponent<Transform>(); m_rigidbody = menko.GetComponent<Rigidbody>(); velocity = m_rigidbody.velocity; torque = m_rigidbody.angularVelocity; SetMaterial(data); SetColor(data); }
public MenkoComponents(Menko menko, MenkoBattleData data) { m_transform = menko.GetComponent <Transform>(); m_rigidbody = menko.GetComponent <Rigidbody>(); velocity = m_rigidbody.velocity; torque = m_rigidbody.angularVelocity; SetMaterial(data); SetColor(data); }
public void Remove(Menko menko) { if (menko.IsPlayer()) { players.Remove(menko); } else { rivals.Remove(menko); } }
public void Add(Menko menko) { if (menko.IsPlayer()) { players.Add(menko); } else { rivals.Add(menko); } }
public int GetPlayerIndex(Menko menko) { Menko[] playersAll = players.All; for (int i = 0; i < playersAll.Length; i++) { if (playersAll[i] == menko) { return(i); } } return(-1); }
/// <summary> /// スキルの実行 /// </summary> /// <param name="skillData"></param> public void Run(MenkoList menkoList, MenkoBattleData battleData, Menko invoker, Action callback) { Debug.Log("Run Start"); if (battleData == null) return; this.menkoList = menkoList; this.battleData = battleData; this.invoker = invoker; this.callback = callback; Execute(); Debug.Log("Executed - skillbase"); }
public SkillPlayTask( BattleManager manager, Menko invoker, MenkoBattleData battleData, SkillBase skill, Action nextCall) { this.manager = manager; this.invoker = invoker; this.battleData = battleData; this.skill = skill; this.nextCall = nextCall; }
/// <summary> /// スキルの実行 /// </summary> /// <param name="skillData"></param> public void Run(MenkoList menkoList, MenkoBattleData battleData, Menko invoker, Action callback) { Debug.Log("Run Start"); if (battleData == null) { return; } this.menkoList = menkoList; this.battleData = battleData; this.invoker = invoker; this.callback = callback; Execute(); Debug.Log("Executed - skillbase"); }
protected override void CollisionEnter(Collision enter) { // HitSEの再生 Sound.Instance.PlaySE(hitClip); if (!isAttack) { return; } // スキル発動 if (isUseSkill) { Debug.Log("UsingSkill"); isUseSkill = false; skillController.InvokeSkill(data, this); } if (enter.gameObject.tag != "Monster") { return; } Menko opponent = enter.gameObject.GetComponent <Menko>(); if (opponent.IsPlayer()) { return; } isAttack = false; // ダメージを相手に与える opponent.Damage(this.data.Status, 1.0f); // TODO: 位置倍率計算を入れる // 攻撃エフェクトの発生(弱点の考慮) var effect = Instantiate(ResourceUtils.GetMenkoHitEffect(data.Status.Element)); effect.transform.position = enter.contacts[0].point + Vector3.up * 0.25f; Destroy(effect.gameObject, effect.Duration); // 攻撃SEの再生 Sound.Instance.PlaySE(attackClip); }
public void Add(Menko menko) { if (menko.IsRepresent()) { if (!represents.Contains(menko)) { all.Add(menko); represents.Add(menko); } return; } else { if (!attackers.Contains(menko)) { all.Add(menko); attackers.Add(menko); } } }
/// <summary> /// スキルの実行 /// </summary> /// <param name="battleData"></param> public void InvokeSkill(MenkoBattleData battleData, Menko invoker) { Debug.Log("Invoke Skill"); string skillPath = AssetPath.GetSkillPrefabPath(battleData.SkillData.UseSkillID); var skillPrefab = AssetManager.Load<SkillBase>(skillPath).Asset as SkillBase; SkillBase skill = GameObject.Instantiate(skillPrefab); skill.gameObject.SetActive(false); skill.transform.position = invoker.transform.position; skill.transform.SetPosY(0f); var playTask = new SkillPlayTask(manager, invoker, battleData, skill, NextCall); if (currentPlay == null) { manager.MenkoList.StopRigidAll(); currentPlay = playTask; currentPlay.Invoke(); } else { task.Enqueue(playTask); } }
/// <summary> /// スキルの実行 /// </summary> /// <param name="battleData"></param> public void InvokeSkill(MenkoBattleData battleData, Menko invoker) { Debug.Log("Invoke Skill"); string skillPath = AssetPath.GetSkillPrefabPath(battleData.SkillData.UseSkillID); var skillPrefab = AssetManager.Load <SkillBase>(skillPath).Asset as SkillBase; SkillBase skill = GameObject.Instantiate(skillPrefab); skill.gameObject.SetActive(false); skill.transform.position = invoker.transform.position; skill.transform.SetPosY(0f); var playTask = new SkillPlayTask(manager, invoker, battleData, skill, NextCall); if (currentPlay == null) { manager.MenkoList.StopRigidAll(); currentPlay = playTask; currentPlay.Invoke(); } else { task.Enqueue(playTask); } }
public int GetPlayerIndex(Menko menko) { Menko[] playersAll = players.All; for (int i = 0; i < playersAll.Length; i++) { if (playersAll[i] == menko) { return i; } } return -1; }
bool IsSleep(Menko menko) { return menko.IsSleep(); }
bool IsSleep(Menko menko) { return(menko.IsSleep()); }