// DEBUG_WAIT_ANIMATION private void WaitAnimation() { CheckBattleEvent() ; #if DEBUG_WAIT_ANIMATION if( true == DEBUG_IsBattleInAnimation ) { return ; } #else // DEBUG_WAIT_ANIMATION if( true == m_Battle.IsInAnimation() ) { return ; } #endif // DEBUG_WAIT_ANIMATION m_State = GetaPieceInterfaceState.JudgeVictory ; }
private void WaitBattleInitialize() { if( m_Battle.IsInitialized() ) { m_State = GetaPieceInterfaceState.EnterRound ; } }
// DEBUG_JUDGE_VICTORY private void JudgeVictory() { CalculateDamageFromData() ; UpdateHitPointFromDataOnce() ; CalculateDefendSucceed() ; bool isVicotryJudged = false ; bool isPlayerWin = false ; if( m_Enemy.HitPoint <= 0 ) { isVicotryJudged = true ; isPlayerWin = true ; } else if( m_Player.HitPoint <= 0 ) { isVicotryJudged = true ; isPlayerWin = false ; } #if DEBUG_JUDGE_VICTORY isVicotryJudged = DEBUG_IsVicotryJudged ; isPlayerWin = DEBUG_IsPlayerWin ; #endif // DEBUG_JUDGE_VICTORY if( isVicotryJudged ) { if( isPlayerWin ) { m_Victory.Blend("Language_Victory_Show"); } else { m_Lose.Blend("Language_Victory_Show"); } m_InAttackBlockBackground.Blend("Language_StartAction_Hide"); m_State = GetaPieceInterfaceState.EndGame ; } else { m_State = GetaPieceInterfaceState.EnterRound ; } // after check hitpoint this turn CalculatePowerAttackEffect() ; }
// Update is called once per frame void Update() { switch( m_State ) { case GetaPieceInterfaceState.UnActive : m_State = GetaPieceInterfaceState.InterfaceInitialize ; break ; case GetaPieceInterfaceState.InterfaceInitialize : InterfaceInitialize() ; break ; case GetaPieceInterfaceState.BattleInitialize : BattleInitialize() ; break ; case GetaPieceInterfaceState.WaitBattleInitialize : WaitBattleInitialize() ; break ; case GetaPieceInterfaceState.EnterRound : EnterRound() ; break ; // case GetaPieceInterfaceState.WaitPlayerInput : break ; case GetaPieceInterfaceState.EnterAnimation : EnterAnimation() ; break ; case GetaPieceInterfaceState.WaitAnimation : WaitAnimation() ; break ; case GetaPieceInterfaceState.JudgeVictory : JudgeVictory() ; break ; case GetaPieceInterfaceState.EndGame : break ; } }
private void InterfaceInitialize() { if( null == m_EnergyGridParent ) { Debug.LogError("null == m_EnergyGridParent"); return ; } if( null == m_EnergyGridBackgroundParent ) { Debug.LogError("null == m_EnergyGridBackgroundParent"); return ; } if( null == m_UnitDataGameObject ) { Debug.LogError("null == m_UnitDataGameObject"); return ; } if( null == m_PlayerHP ) { Debug.LogError("null == m_PlayerHP"); return ; } m_HitPointPlayer = m_PlayerHP.GetComponent<RectTransform>() ; m_HPVibrationPlayer = m_PlayerHP.GetComponent<UGUIImageVibration>() ; if( null == m_EnemyHP ) { Debug.LogError("null == m_EnemyHP"); return ; } m_HitPointEnemy = m_EnemyHP.GetComponent<RectTransform>() ; m_HPVibrationEnemy = m_EnemyHP.GetComponent<UGUIImageVibration>() ; InterfaceInitialize_Data() ; InterfaceInitialize_EnergyGrid() ; m_State = GetaPieceInterfaceState.BattleInitialize ; }
private void EnterRound() { CalculateEnergyRefill() ; PressComponentButton( 0 , ActionKey.Concentrate ) ; PressComponentButton( 1 , ActionKey.Concentrate ) ; PressComponentButton( 2 , ActionKey.Concentrate ) ; m_HPVibrationPlayer.StopVibration() ; m_HPVibrationEnemy.StopVibration() ; UpdateEnergyBackground() ; m_IsHideEnergyInThisTurn = false ; CheckPowerAttackPicture() ; m_InAttackBlockBackground.Blend("Language_StartAction_Hide"); m_PlayerHPSinceBattleStart = m_Player.HitPoint ; m_EnemyHPSinceBattleStart = m_Enemy.HitPoint ; m_State = GetaPieceInterfaceState.WaitPlayerInput ; }
private void EnterAnimation() { // calculate cost CostEnergyForUnit( m_Player ) ; SetEnergyGrid( m_Player.Energy , 0 , 0 ) ; m_Battle.StartBattle() ; m_State = GetaPieceInterfaceState.WaitAnimation ; }
private void BattleInitialize() { m_Battle.StartInitialize() ; m_State = GetaPieceInterfaceState.WaitBattleInitialize ; }
public void TryStart() { // Debug.Log("TryStart" ); // copy select actions to player for( int i = 0 ; i < m_SelectedActions.Length ; ++i ) { m_Player.m_Action[ i ] = m_SelectedActions[ i ] ; } CalculateActionsOfEnemy() ; HideAllEnergyBackground() ; m_InAttackBlockBackground.Blend("Language_StartAction_Show"); m_State = GetaPieceInterfaceState.EnterAnimation ; }