/*==========================================================================*/
    /*		func																*/
    /*==========================================================================*/
    //------------------------------------------------------------------------

    /*!
     *      @brief		起動時呼出し
     */
    //------------------------------------------------------------------------
    protected override void Awake()
    {
        base.Awake();

#if FLOOR_EXP
        for (int i = 0; i < m_AcquireExp.Length; i++)
        {
            m_AcquireExp[i] = new InGameAcquireExp();
        }
#endif // #if FLOOR_EXP

        m_AcquireMoney = new InGameAcquireMoney[GlobalDefine.INGAME_MONEY_MAX];
        for (int i = 0; i < m_AcquireMoney.Length; i++)
        {
            m_AcquireMoney[i] = new InGameAcquireMoney();
        }

        m_AcquireUnit = new InGameAcquireUnit[GlobalDefine.INGAME_UNIT_MAX];
        for (int i = 0; i < m_AcquireUnit.Length; i++)
        {
            m_AcquireUnit[i] = new InGameAcquireUnit();
        }

        m_AcquireTicket = new InGameAcquireTicket[GlobalDefine.INGAME_TICKET_MAX];
        for (int i = 0; i < m_AcquireTicket.Length; i++)
        {
            m_AcquireTicket[i] = new InGameAcquireTicket();
        }

        m_AcquireUnitRareNum = new int[(int)MasterDataDefineLabel.RarityType.MAX];
        for (int i = 0; i < m_AcquireUnitRareNum.Length; i++)
        {
            m_AcquireUnitRareNum[i] = 0;
        }
    }
Exemple #2
0
    //----------------------------------------------------------------------------

    /*!
     *      @brief	コンストラクタ
     */
    //----------------------------------------------------------------------------
    public InGameAcquireUnit(InGameAcquireUnit cSrc)
    {
        m_UnitID    = cSrc.m_UnitID;                                    // 入手ユニット情報:ユニットID
        m_UnitLevel = cSrc.m_UnitLevel;                                 // 入手ユニット情報:ユニットレベル
        m_UnitFloor = cSrc.m_UnitFloor;                                 // 入手ユニット情報:入手フロア階層
    }