Exemple #1
0
    //----------------------------------------------------------------------------

    /*!
     *      @brief	Unity固有処理:初期化処理	※初回のUpdateを呼び出す直前に呼出し
     */
    //----------------------------------------------------------------------------
    protected override void Start()
    {
        base.Start();

        //--------------------------------
        // リクエスト受付バッファを固定サイズ準備
        //--------------------------------
        m_BattleRequest = new BattleReq[BATTLE_REQ_MAX];
        for (int i = 0; i < m_BattleRequest.Length; i++)
        {
            m_BattleRequest[i] = new BattleReq();
        }
    }
Exemple #2
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    public static bool BattleInitialize(BattleReq cBattleReq, SceneModeContinuousBattle continuous_battle)
    {
        initBattleParam(continuous_battle);

        m_BattleRequest = cBattleReq;
        if (cBattleReq != null)
        {
            m_QuestBuild = cBattleReq.m_QuestBuild;
        }
        else
        {
            m_QuestBuild = null;
        }

        m_EnemyToPlayerTarget = GlobalDefine.PartyCharaIndex.ERROR;
        return(BattleSceneManager.Instance.PRIVATE_FIELD.BattleInitialize());
    }
Exemple #3
0
 /// <summary>
 /// 変数の内容を初期化(クエスト終了時に初期化しておく)
 /// </summary>
 public static void clearValues()
 {
     m_QuestAreaID    = 0;
     m_QuestMissionID = 0;
     m_PlayerParty    = null;
     m_MasterDataCache.clearCachePlayerAll();
     m_MasterDataCache.clearCacheEnemyAll();
     m_QuestFloor  = 0;
     m_AcquireKey  = false;
     m_LBSCharaIdx = GlobalDefine.PartyCharaIndex.ERROR;
     m_SkillRequestLimitBreak.clearRequest();
     m_QuestTotalTurn              = 0;
     m_BattleRequest               = null;
     m_QuestBuild                  = null;
     m_EnemyParam                  = null;
     m_TargetEnemyCurrent          = InGameDefine.SELECT_NONE;
     m_TargetEnemyWindow           = InGameDefine.SELECT_NONE;
     m_PlayScoreInfo               = null;
     m_AchievementTotalingInBattle = null;
     m_IsKobetsuHP                 = true;
     m_BattleRound                 = 0;
     m_QuestRandSeed               = 0;
     for (int idx = 0; idx < m_PartyMemberHands.Length; idx++)
     {
         m_PartyMemberHands[idx] = 0;
     }
     for (int idx = 0; idx < m_FieldSkillCounts.Length; idx++)
     {
         m_FieldSkillCounts[idx] = 0;
     }
     for (int skill_idx = 0; skill_idx < m_FormedSkillCounts.GetLength(0); skill_idx++)
     {
         for (int member_idx = 0; member_idx < m_FormedSkillCounts.GetLength(1); member_idx++)
         {
             m_FormedSkillCounts[skill_idx, member_idx] = 0;
         }
     }
     m_EnemyToPlayerTarget = GlobalDefine.PartyCharaIndex.ERROR;
     m_AutoPlayState       = AutoPlayState.OFF;
     m_IsUsedAutoPlay      = false;
 }