Exemple #1
0
    //出撃可能エリアにユニットを描画
    public void DrawUnit()
    {
        CharaData loaddata = ScriptableObject.Instantiate(Resources.Load(string.Format("BattleChara/{0}", unit.savescobj)) as CharaData);

        unit.gobj = MonoBehaviour.Instantiate(loaddata.gobj, new Vector3(), Quaternion.identity);
        foreach (int[] pos in CharaSetup.unitsetposlist)
        {
            //キャラが居なければ生成
            if (!BattleVal.id2index.ContainsKey(string.Format("{0},{1}", pos[0], pos[1])))
            {
                //描画
                Mapclass.DrawCharacter(unit.gobj, pos[0], pos[1]);
                unit.gobj.layer = 8;

                unit.x = pos[0];
                unit.y = pos[1];
                //unitlistへの登録
                BattleVal.unitlist.Add(unit);
                //id2indexへの登録
                BattleVal.id2index.Add(string.Format("{0},{1}", pos[0], pos[1]), unit);
                ////mapdataにユニット情報を登録
                BattleVal.mapdata[(int)MapdataList.MAPUNIT][unit.y][unit.x] = 99; //ユニット番号はcsvから読み取るときしか使わないため、1から99なら何でもよい

                //足元にチーム識別タイルを
                GameObject unittile;
                unittile = Instantiate(prefabPlayerTile, unit.gobj.transform);
                unittile.transform.localScale = new Vector3(unittile.transform.localScale.x / unittile.transform.lossyScale.x,
                                                            0.01f,
                                                            unittile.transform.localScale.z / unittile.transform.lossyScale.z);
                Mapclass.DrawCharacter(unittile, unit.x, unit.y);

                break;
            }
        }
    }
Exemple #2
0
 //attackablelistを表示するだけ
 public static void Show_Attackablelist()
 {
     //表示処理
     foreach (int[] mappos in attackablelist)
     {
         GameObject tmptile = Instantiate(attackabletile);
         tilelist.Add(tmptile);
         Mapclass.DrawCharacter(tilelist[tilelist.Count - 1], mappos[0], mappos[1]);
     }
 }
Exemple #3
0
 public static void Show_Movablelist()
 {
     //表示処理
     foreach (int[] mappos in movablelist)
     {
         if (!BattleVal.zocmap[mappos[0], mappos[1]])
         {
             tilelist.Add(Instantiate(movabletile));
         }
         if (BattleVal.zocmap[mappos[0], mappos[1]])
         {
             tilelist.Add(Instantiate(zoctile));
         }
         Mapclass.DrawCharacter(tilelist[tilelist.Count - 1], mappos[0], mappos[1]);
     }
 }
Exemple #4
0
 //attackablelistを表示するだけ
 public static void Show_Attackablelist()
 {
     //表示処理
     foreach (int[] mappos in attackablelist)
     {
         GameObject tmptile;
         //回復かどうか
         if (selectedskill.s_atk < 0)
         {
             tmptile = Instantiate(healabletile);
         }
         else
         {
             tmptile = Instantiate(attackabletile);
         }
         tilelist.Add(tmptile);
         Mapclass.DrawCharacter(tilelist[tilelist.Count - 1], mappos[0], mappos[1]);
     }
 }
Exemple #5
0
 //攻撃エリアの描画
 public static void Show_Attackarea()
 {
     //消去処理
     Destroy_Areatile();
     //表示処理
     foreach (int[] mappos in attackkingarea)
     {
         GameObject tmptile;
         //回復かどうか
         if (selectedskill.s_atk < 0)
         {
             tmptile = Instantiate(healareatile);
         }
         else
         {
             tmptile = Instantiate(attackareatile);
         }
         areatilelist.Add(tmptile);
         Mapclass.DrawCharacter(areatilelist[areatilelist.Count - 1], mappos[0], mappos[1]);
     }
 }
Exemple #6
0
 //ユニット設置可能なマスにタイルを描く
 void DrawTile()
 {
     unitsetposlist.Clear();
     for (int i = 0; i < Mapclass.mapxnum; i++)
     {
         for (int j = 0; j < Mapclass.mapynum; j++)
         {
             if (BattleVal.mapdata[(int)MapdataList.MAPUNITSET][j][i] == 1)
             {
                 unitsetlist.Add(Instantiate(UnitSetTile));
                 Mapclass.DrawCharacter(unitsetlist[unitsetlist.Count - 1], i, j);
                 //1つ目の座標に視点移動
                 if (unitsetposlist.Count == 0)
                 {
                     Vector3 temp = new Vector3();
                     Mapclass.TranslateMapCoordToPosition(ref temp, i, j);
                     CameraAngle.CameraPoint(temp);
                 }
                 unitsetposlist.Add(new int[] { i, j });
             }
         }
     }
 }
Exemple #7
0
 //位置変更するパーティユニットのタイル色を変更
 void SetChangeTile()
 {
     UnitChangeTile = Instantiate(UnitChangeTilePrefab, new Vector3(), Quaternion.identity);
     Mapclass.DrawCharacter(UnitChangeTile, BattleVal.selectX, BattleVal.selectY);
 }