private bool isHappyEnding(Nurture.Character nurtureCharacter) { if (null == nurtureCharacter) { Log.Error("not found nurture character"); return false; } if (false == ExtTarget.isValid(_targetCharacter.Id)) { Log.Error(string.Format("invalid target id; {0}", _targetCharacter.Id)); return false; } Target t = Manager.Instance.DT.Target[_targetCharacter.Id]; int fighterMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingFighterAvgMinPercent * 0.01f); int trickerMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingTrickerAvgMinPercent * 0.01f); int politicianMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingPoliticianAvgMinPercent * 0.01f); int attracterMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingAttracterAvgMinPercent * 0.01f); int fighterAvg = nurtureCharacter.GetAverage(EStatLine.FIGHTER); int trickerAvg = nurtureCharacter.GetAverage(EStatLine.TRICKER); int politicianAvg = nurtureCharacter.GetAverage(EStatLine.POLITICIAN); int attracterAvg = nurtureCharacter.GetAverage(EStatLine.ATTACTER); if ((fighterAvg >= fighterMin) && (trickerAvg >= trickerMin) && (politicianAvg >= politicianMin) && (attracterAvg >= attracterMin)) return true; else return false; }
private string reward(Score.EGrade grade) { const string REWARD_MSG_FORMAT = "\n({0})"; string rewardMsg = null; Nurture.Character chacater = Manager.Instance.Object.NurtureMode.Character; switch (grade) { case Score.EGrade.S: chacater.Stress += Def.SCORE_EXAM_EXCELLENT_STRESS; rewardMsg = string.Format(REWARD_MSG_FORMAT, string.Format(Def.STRESS_FORMAT, Def.SCORE_EXAM_EXCELLENT_STRESS)); break; case Score.EGrade.D: chacater.Stress += Def.SCORE_EXAM_BAD_STRESS; rewardMsg = string.Format(REWARD_MSG_FORMAT, string.Format(Def.STRESS_FORMAT, Def.SCORE_EXAM_BAD_STRESS)); break; default: rewardMsg = string.Empty; break; } return rewardMsg; }
public UserPlayer() : base(Def.MAIN_CHARACTER_ID) { Nurture.Character c = Manager.Instance.Object.NurtureMode.Character; _stress = c.Stress; _charm = c.Charm; _sensibility = c.Sensibility; _arts = c.Arts; }
// constructor public UserPlayer(CombatMode mode) : base(mode, Def.MAIN_CHARACTER_ID) { _name = Manager.Instance.Object.MainCharacter.Name; CombatPlayer p = Manager.Instance.DT.CombatPlayer[Id]; _criticalProbability = p.criticalProbability; Nurture.Character c = Manager.Instance.Object.NurtureMode.Character; _hp = c.Stamina; _mp = c.Intellect; _attack = c.Attack; _defense = c.Defense; _intellect = c.Intellect; _tactic = c.Tactic; }
// constructor public UserPlayer(BoardGameMode mode) : base(mode, Cell.EOwner.User) { _id = Def.MAIN_CHARACTER_ID; _name = Manager.Instance.Object.MainCharacter.Name; Nurture.Character character = Manager.Instance.Object.NurtureMode.Character; _intellect = character.Intellect; _tactic = character.Tactic; _leadership = character.Leadership; _grace = character.Grace; _morality = character.Morality; _goodness = character.Goodness; }
// public string GetEndingScenarioPath(Nurture.Character nurtureCharacter) { int endingMinFeeling = Mathf.RoundToInt(Def.MAX_FEELING * Def.ENDING_MIN_FEELING_PERCENT * 0.01f); if (_targetCharacter.Feeling < endingMinFeeling) { Log.Debug(string.Format("lack feeling; min({0}), current({1})", endingMinFeeling, _targetCharacter.Feeling)); return string.Format("{0}{1}{2}", RsrcLoader.SCENARIO_FOLDER_PATH, RsrcLoader.DIR_SEPARATOR, RsrcLoader.SINGLE_BAD_ENDING_FILENAME); } string filename = null; if (isHappyEnding(nurtureCharacter)) filename = RsrcLoader.TARGET_HAPPY_ENDING_FILENAME; else filename = RsrcLoader.TARGET_NORMAL_ENDING_FILENAME; return string.Format("{0}{1}", TargetCharacter.ScenarioDirPath, filename); }