//---------------------------------------------------------------------------- /*! * @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(); } }
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()); }
/// <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; }