Exemple #1
0
        public System.Collections.IEnumerator OnBoutStart()
        {
            UnityEngine.Debug.LogError("OnBoutStart");
            Manager.BattleCharactersManager charactersManager = Global.charactersManager;
            Belong currentBelong = Global.battleManager.currentBelong;

            while (true)
            {
                MCharacter mCharacter = charactersManager.mCharacters.Find((c) => {
                    return(c.belong == currentBelong && c.hp > 0 && !c.isHide && !c.boutEventComplete);
                });
                if (mCharacter == null)
                {
                    break;
                }
                Model.Master.MSkill skill = mCharacter.boutFixedDamageSkill;
                if (skill != null)
                {
                    List <VCharacterBase> characters = charactersManager.vCharacters.FindAll((c) => {
                        return(c.hp > 0 && !c.isHide && !charactersManager.IsSameBelong(c.belong, currentBelong));
                    });
                    yield return(OnBoutFixedDamage(mCharacter, skill, characters));
                }
                mCharacter.boutEventComplete = true;
            }
            UnityEngine.Debug.LogError("OnBoutStart currentBelong=" + currentBelong);
            if (currentBelong != Belong.self)
            {
                Global.battleManager.aiManager.Execute(currentBelong);
            }
            else
            {
                Global.battleEvent.DispatchEventOperatingMenu(false);

                /*if (scriptWaitPaths != null)
                 * {
                 *  WaitScript(scriptWaitPaths);
                 * }*/
            }
        }