/// <summary>
    /// 自分のターン パワーショット
    /// </summary>
    private void MyTurn_PowerShot()
    {
        int    intBullet = int.Parse(OperatePlayerData.GetPlayerData("PlayerBullet"));
        string strBullet = Convert.ToString(intBullet - 2);

        OperatePlayerData.SetPlayerData(strBullet, "PlayerBullet");

        var query_Player = (from x in GameManager.xdoc_PlayerData.Descendants("Player")
                            select x).Single();
        var query_Enemy = (from x in GameManager.xdoc_BattleSheet.Descendants("Enemy")
                           where x.Element("BattleNo").Value == GameManager.TargetFlg
                           select x).Single();

        int PlayerAttackValue = int.Parse(query_Player.Element("PlayerAttackValue_OnBattle").Value) *
                                int.Parse(OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_DamagePercent(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg)));
        int EnemyDiffenceValue = int.Parse(query_Enemy.Element("EnemyDiffenceValue").Value);

        GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "はパワーショットを放った!";

        int Damage = CirculateParameter.DamageCirculate(PlayerAttackValue, EnemyDiffenceValue);

        GameManager.Text_MainWindow.text = GameManager.Text_MainWindow.text + "\n" + query_Enemy.Element("EnemyName").Value + "に" + Damage + "のダメージ!";

        StartCoroutine(GameManager.WaitTime_1());

        //攻撃結果ジャッジ
        if (ComparerParameter.JudgeDamageResult_Single_Player(Damage) == true)
        {
            ManageBattle.DeadEnemy_Single(GameManager.TargetFlg);
        }
    }
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    void OnTriggerEnter(Collider col)
    {
        //どのスキルオブジェクトか?
        var name = this.objChoiceSkill.name;

        switch (name)
        {
        case "Skill1CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "1";
            break;

        case "Skill2CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "2";
            break;

        case "Skill3CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "3";
            break;

        case "Skill4CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "4";
            break;

        case "Skill5CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "5";
            break;

        case "Skill6CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "6";
            break;

        case "Skill7CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "7";
            break;

        case "Skill8CursorObject_SkillChooseWindow":
            GameManager.SkillNoFlg = "8";
            break;
        }

        GameManager.Text_ExplainWindow.text = OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_Explanation(int.Parse(GameManager.SkillNoFlg)),
                                                                                    int.Parse(GameManager.SkillNoFlg));
    }
Exemple #3
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    /// <summary>
    /// 残弾数チェック
    /// </summary>
    private void BulletCheck_UseSkill(int SkillNo)
    {
        var Query_BulletCheck = (from x in BattleStaticValiable.xdoc.Descendants("Player")
                                 select x).Single();
        string BulletCount = Query_BulletCheck.Element("PlayerBullet").Value;

        //残弾数 < 消費弾数
        if (int.Parse(BulletCount) < int.Parse(OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill
                                                                                     .PlayerSkill_ConsumeBullet(SkillNo),
                                                                                     int.Parse(GameManager.SkillNoFlg))))
        {
            if (SkillNo == 1)
            {
                GameManager.TextSkill1_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f);
            }
            if (SkillNo == 2)
            {
                GameManager.TextSkill2_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f);
            }
            if (SkillNo == 3)
            {
                GameManager.TextSkill3_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f);
            }
        }
        else
        {
            if (SkillNo == 1)
            {
                GameManager.TextSkill1_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
            }
            if (SkillNo == 2)
            {
                GameManager.TextSkill2_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
            }
            if (SkillNo == 3)
            {
                GameManager.TextSkill3_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f);
            }
        }
    }
    void OnTriggerEnter(Collider col)
    {
        EnemyTurn et = new EnemyTurn();

        //コリジョン判定かつエンターキーが押された場合
        if (Input.GetKey(KeyCode.Return))
        {
            //どのスキルオブジェクトか?
            var name = this.objChoiceSkill.name;
            switch (name)
            {
            case "Skill1CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "1";
                GameManager.CommandFlg = "パワーショット";
                break;

            case "Skill2CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "2";
                GameManager.CommandFlg = "チャージショット";
                break;

            case "Skill3CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "3";
                GameManager.CommandFlg = "ジャックポット";
                break;

            case "Skill4CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "4";
                GameManager.CommandFlg = "リロード";
                break;

            case "Skill5CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "5";
                GameManager.CommandFlg = "プラズマキャノン";
                break;

            case "Skill6CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "6";
                GameManager.CommandFlg = "向日葵システム";
                break;

            case "Skill7CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "7";
                GameManager.CommandFlg = "自己再生";
                break;

            case "Skill8CursorObject_SkillChooseWindow":
                GameManager.SkillNoFlg = "8";
                GameManager.CommandFlg = "ユグドラシルバスター";
                break;
            }

            //残弾数チェックで半透明になっていたらリターン
            switch (GameManager.CommandFlg)
            {
            case "1":
                if (GameManager.TextSkill1_SkillChooseWindow.color.a == 0.25f)
                {
                    return;
                }
                break;

            case "2":
                if (GameManager.TextSkill2_SkillChooseWindow.color.a == 0.25f)
                {
                    return;
                }
                break;

            case "3":
                if (GameManager.TextSkill3_SkillChooseWindow.color.a == 0.25f)
                {
                    return;
                }
                break;

            default:
                break;
            }

            //スキルの攻撃範囲を取得し、行動パターンを分岐する
            switch (OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_TargetFlg(int.Parse(GameManager.SkillNoFlg)),
                                                          int.Parse(GameManager.SkillNoFlg)))
            {
            //Singleの時単体攻撃
            case "Single":
                VisibleUIManage.CloseSkill_Explain_OpenMain();
                et.StartEnemyTurn();
                break;

            //Multipleの時全体攻撃
            case "Multiple":
                VisibleUIManage.CloseSkill_Explain_OpenMain();
                et.StartEnemyTurn();
                break;

            //その他補助技など
            default:
                switch (GameManager.CommandFlg)
                {
                case "リロード":
                    VisibleUIManage.CloseSkill_Explain_OpenMain();
                    et.StartEnemyTurn();
                    break;
                }
                break;
            }

            GameManager.Text_MainWindow.text = "";
            CheckTurnEnd.Setting();
        }
        else if (Input.GetKey(KeyCode.Escape))
        {
            VisibleUIManage.CloseSkill_Explain_OpenMain();
        }
    }