public override void Attack(Charactor player) { base.Attack (player); if (Turn == 0) { Debug.Log (NAME + " ターンリセット"); Turn = Turnbase; } }
public override void Attack(Charactor player) { base.Attack(player); if (Turn == 0) { Debug.Log(NAME + " ターンリセット"); Turn = Turnbase; } }
public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); //時間経過で元に戻る if (_obj.modetime > 1.0) { _obj.ChangeMode(0); } }
public Human(int iD, string name, int age, Gender mGender, Charactor mCharactor, int faceScore) { ID = iD; Name = name; Age = age; MGender = mGender; MCharactor = mCharactor; ChangeFaceScore(faceScore); }
public override void Mode_Start(Charactor _obj) { //アニメシグナルの呼び出し player.ChangeAnimeSignal(PlayerMode.P_Default); base.Mode_Start(_obj); //////////////////////// //以上、全アクション共通 //////////////////////// NextMode[0] = 1; }
public override void Mode_Update(Charactor _obj) { if (_obj.Grip == null) { _obj.ChangeMode(1); } _obj.transform.position = _obj.Grip.transform.position; base.Mode_Update(_obj); }
public RangeAttackSkill(Charactor attackOne, SkillConfig skillConfig) { this.attackOne = attackOne; this.skillConfig = skillConfig; this.subtract = subtract; singTime = skillConfig.singTime; skillObjects = new ArrayList(); }
public override void Mode_Start(Charactor _obj) { player = GameObject.Find("TestPlayer"); Vector3 v; base.Mode_Start(_obj); //ひとつだけプレハブから攻撃オブジェクトを作成 _obj.hitbox[0] = GameObject.Instantiate(Attack[0], _obj.transform.position, Quaternion.identity) as GameObject; _obj.hitbox[0].transform.parent = _obj.transform; }
public void Init(Charactor chara, Transform tsfPointsRoot, Transform tsf2D, Transform tsf3D) { charactor = chara; tsfPosPoint = tsfPointsRoot; tsf2DPos = tsf2D; tsf3DPos = tsf3D; f2DPos_Y = tsf2D.position.y; f3DPos_Y = tsf3D.position.y; }
public override void Mode_Update(Charactor _obj) { _enemy.Move(dash_speed); base.Mode_Update(_obj); //終了時刻になったら待機モードに if (_obj.modetime > EndTime) { _obj.ChangeMode(4); } }
public override bool Equition(Charactor _obj, ModeBase _mode) { TestPlayer p = _obj.GetComponent <TestPlayer>(); if ((p.keysuccesstimer > Time) & IsAfter) { return(true); } return(false); }
public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); if (_obj.modetime > 4.0) { player.ChangeMode(0); } }
/// <summary> /// 代入 /// </summary> /// <param name="s"></param> /// <param name="x"></param> /// <param name="t"></param> /// <returns></returns> public static Sequent UseSubstitution(Sequent s, Charactor x, CharSequence t) { foreach (var seq in s.Assumptions) { seq.StashVariable(t, x); } s.Conclusion.StashVariable(t, x); return(s); }
private void TryNormalAttack() { if (normalSkillCD > 0) { normalSkillCD -= Time.deltaTime; return; } if (this.charModel.currentState == CharModel.State.ATTACK) { return; } ArrayList points = AttRange.GetRangeByAttType(normalAttackSkill.attack_type, this.normalAttackSkill.range, this.attribute.volume, this.position, this.currentDirection); for (int i = 0; i < points.Count; i++) { ArrayList gameObjects = BattleControllor.GetGameObjectsByPosition((Vector2)points[i]); for (int j = 0; j < gameObjects.Count; j++) { Charactor c = (Charactor)gameObjects[j]; if (c.IsActive() == false) { continue; } if (normalAttackSkill.target > 2) { if (c.GetType() == this.GetType()) { normalSkillCD = normalAttackSkill.cd; normalAttackSkill.crit = attribute.crit; SkillManager.PlaySkill(this, normalAttackSkill, c); return; } } else { if (c.GetType() != this.GetType()) { normalSkillCD = normalAttackSkill.cd; normalAttackSkill.crit = attribute.crit; SkillManager.PlaySkill(this, normalAttackSkill, c); return; } } } } }
public S2004(Charactor attackOne, SkillConfig skillConfig) { this.attackOne = attackOne; this.skillConfig = skillConfig; this.singTime = skillConfig.singTime; this.num = skillConfig.param1; this.time = skillConfig.param2; skillObjects = new ArrayList(); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_mode.ModeChange_Random < Percent) { return(true); } else { return(false); } }
public override void Mode_Update(Charactor _obj) { //着地したら0にする //if (player.IsGround() && player.ChangeAnimeState == 2) //{ // player.ChangeAnimeSignal(0); //} base.Mode_Update(_obj); //地上移動 }
public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); if (_obj.modetime > _obj.nowflag.StartTime && !ishitbox) { if (_obj.modetime > AttackTimer) { MakeHitBox(_obj, _obj.hitbox, 0, Attack[0]); } } }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_mode.CallBack_Reciver == CallBack_N) { return(BOOL); } else { return(!BOOL); } }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if (Input.GetButtonDown(MyKey) && _mode.IsInputReception(_obj)) { return(true); } } return(false); }
public int test;//祖父オブジェクトがMonoBehaviorを継承していてもインスペクタでは表示されない public override void Mode_Start(Charactor _obj) { //アニメシグナルの呼び出し player.ChangeAnimeSignal(3); base.Mode_Start(_obj); //////////////////////// //以上、全アクション共通 //////////////////////// //ひとつだけプレハブから攻撃オブジェクトを作成 //GameObject Enemy }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if (_player.recorder.Check(MyKey)) { return(true); } } return(false); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (!_obj.animator) { return(false); } if (_obj.animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 1.0f && _obj.modetime > 0.1f) { return(true); } return(false); }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); if ((Input.GetAxis("MyHorizontal") == 0.0f) && !Input.GetButton("MyRight") && !Input.GetButton("MyLeft")) { return(true); } } return(false); }
static public void Turn(Charactor _obj) { _obj.IsRight = !_obj.IsRight; if (_obj.IsRight) { _obj.transform.localScale = new Vector3(_obj.BaseScale_x, _obj.transform.localScale.y, _obj.transform.localScale.z); } else { _obj.transform.localScale = new Vector3(-_obj.BaseScale_x, _obj.transform.localScale.y, _obj.transform.localScale.z); } }
public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); if (_obj.modetime > EndTime) { //ゲームオーバー処理の呼び出し _obj.audioPlayer.Play(12); _obj.ChangeMode(0); //復活 } }
private void ShowNames() { Sound.Pray(); MagicCircle.Show(this, 3000, () => { Flash.Show(this, 1000, () => { Second.IsVisible = true; var masters = CodeMasterServce.GetMasters <JobMaster>(); var target1 = CodeMasterServce.GetNameRandom(); while (_vm.User.Names.Any(item => target1.Attribute == item.Attribute)) { target1 = CodeMasterServce.GetNameRandom(); } var target2 = masters[MyRandom.GetRandom(masters.Count)]; var gotName = new Name(target1, target2); _vm.User.Names.Add(gotName); var name = new Chu2Name(); name.BindingContext = gotName; name.ShowAttribute = true; name.ShowAttributeType = true; name.ShowParameter = true; GetResult.Children.Add(name); var image = new Charactor(); image.BindingContext = gotName; image.HorizontalOptions = LayoutOptions.End; Second.Children.Insert(0, image); Device.StartTimer(TimeSpan.FromSeconds(3), () => { if (_vm.User.Names.Count == 2) { Second.IsVisible = false; Third.IsVisible = true; _vm.User.MainName = _vm.User.Names[0]; _vm.User.SubName = _vm.User.Names[1]; Sound.Normal(); _steps.Next(); } else { GetResult.Children.Clear(); Second.Children.Remove(image); ShowNames(); } return(false); }); }); }); }
//やられ硬直時間 public override void Mode_Update(Charactor _obj) { base.Mode_Update(_obj); if (_obj.modetime > StopTime) { _obj.ChangeMode(3);//Moveへ //直前のモードへ(Modetimeは保持しない) } if (_obj.clash.Trigger) { _obj.modetime = 0.0f;//どういつモード中に当たったら硬直時間をリセット } }
public override void Mode_Start(Charactor _obj) { //アニメシグナルの呼び出し player.ChangeAnimeSignal(PlayerMode.P_Dameged); base.Mode_Start(_obj); //////////////////////// //以上、全アクション共通 //////////////////////// NextMode[0] = 1; TestPlayer p = _obj.GetComponent <TestPlayer>(); p.Invisible = true; }
public override void Mode_Start(Charactor _obj) { //アニメシグナルの呼び出し player.ChangeAnimeSignal(3); base.Mode_Start(_obj); //////////////////////// //以上、全アクション共通 //////////////////////// //ひとつだけプレハブから攻撃オブジェクトを作成 //GameObject EnemyC:\Users\Bidoumyouou\Documents\Git\YokoGe\Assets\Script\Charactor\Player\Mode\P_Zyaku2.cs }
public override bool Equition(Charactor _obj, ModeBase _mode) { if (_obj.tag.ToString() == "Player") { TestPlayer _player = _obj.GetComponent <TestPlayer>(); //↑キーが押されているか if (_player.IsGround()) { return(true); } } return(false); }
public virtual void Attack(Charactor charactor) { int damage = UnityEngine.Random.Range (1, AttackPower + 1); Debug.Log ("=== " + NAME + " Attack! ==="); float rate = Hantei (charactor); damage = (int)(Mathf.Max(damage,1) * rate); if (rate == 2f) { Debug.Log ("ダメージ2倍"); } else if (rate == 0.5f) { Debug.Log ("ダメージ半減"); } charactor.HP -= damage; Debug.Log ("Damage: " + damage); Debug.Log (charactor.NAME + "HP: " + charactor.HP); }
public Pokemon(int index) { Dictionary<string, string> dict = DataController.instance.pokemonsDataList[index - 1]; _id = IDController.id; _nameC = dict["nameC"]; _nameE = dict["nameE"]; _lv = 100; _charactor = Charactor.Hardy; _attr1 = (Attr) int.Parse (dict["attr1"]); _attr2 = (Attr) int.Parse (dict["attr2"]); attack = CalcADSValue (dict, "attackRV"); magicAttack = CalcADSValue (dict, "magicAttackRV"); defend = CalcADSValue (dict, "defendRV"); magicDefend = CalcADSValue (dict, "magicDefendRV"); speed = CalcADSValue (dict, "speedRV"); CharactorCalculator.instance.CharactorRevise (this); HP = CalcHPValue (dict); curHP = HP; _attackBuff = new Buff (BuffType.Attack, this); _magicAttackBuff = new Buff (BuffType.MagicAttack, this); _defendBuff = new Buff (BuffType.Defend, this); _magicDefendBuff = new Buff (BuffType.MagicDefend, this); _speedBuff = new Buff (BuffType.Speed, this); _skill1 = SkillGenerator.Create (); _skill2 = SkillGenerator.Create (); _skill3 = SkillGenerator.Create (); _skill4 = SkillGenerator.Create (); string[] skillIndex = dict["canLearnSkillsList"].Split (','); for (int i = 0; i < skillIndex.Length; i++) { canLearnSkillList.Add (int.Parse (skillIndex[i])); } _generation = dict["generation"]; }
float Hantei(Charactor charactor) { float rate; if (Attribute == "red") { if (charactor.Attribute == "green") { rate = 2f; } else if (charactor.Attribute == "blue") { rate = 0.5f; } } else if (Attribute == "blue") { if (charactor.Attribute == "red") { rate = 2f; } else if (charactor.Attribute == "green") { rate = 0.5f; } } else if (Attribute == "green") { if (charactor.Attribute == "blue") { rate = 2f; } else if (charactor.Attribute == "red") { rate = 0.5f; } } return rate; }
public float GetCharactorRatio(Charactor ch, PokeValue pv) { return _charactorsArray[(int)ch, (int)pv]; }