public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); NightInitial = new PhaseNightInitial(this, "夜戦開始", false); FriendlySupport = new PhaseFriendlySupport(this, "友軍艦隊援護"); NightSupport = new PhaseSupport(this, "夜間支援攻撃", true); NightBattle = new PhaseNightBattle(this, "第一次夜戦", 1); NightBattle2 = new PhaseNightBattle(this, "第二次夜戦", 2); if (NextToDay) { JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "噴式基地航空隊攻撃"); JetAirBattle = new PhaseJetAirBattle(this, "噴式航空戦"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); Support = new PhaseSupport(this, "支援攻撃"); AirBattle = new PhaseAirBattle(this, "航空戦"); OpeningASW = new PhaseOpeningASW(this, "先制対潜"); OpeningTorpedo = new PhaseTorpedo(this, "先制雷撃", 0); Shelling1 = new PhaseShelling(this, "第一次砲撃戦", 1, "1"); Shelling2 = new PhaseShelling(this, "第二次砲撃戦", 2, "2"); Torpedo = new PhaseTorpedo(this, "雷撃戦", 3); } foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); AirBattle = new PhaseAirBattle(this, "航空戦"); Support = new PhaseSupport(this, "支援攻撃"); OpeningASW = new PhaseOpeningASW(this, "先制対潜", true); OpeningTorpedo = new PhaseTorpedo(this, "先制雷撃", 0); Shelling1 = new PhaseShelling(this, "第一次砲撃戦", 1, "1", false, false); Shelling2 = new PhaseShelling(this, "第二次砲撃戦", 2, "2", true, true); Torpedo = new PhaseTorpedo(this, "雷撃戦", 3); Shelling3 = new PhaseShelling(this, "第三次砲撃戦", 4, "3", false, false); BaseAirAttack.EmulateBattle(_resultHPs, _attackDamages); AirBattle.EmulateBattle(_resultHPs, _attackDamages); Support.EmulateBattle(_resultHPs, _attackDamages); OpeningASW.EmulateBattle(_resultHPs, _attackDamages); OpeningTorpedo.EmulateBattle(_resultHPs, _attackDamages); Shelling1.EmulateBattle(_resultHPs, _attackDamages); Shelling2.EmulateBattle(_resultHPs, _attackDamages); Torpedo.EmulateBattle(_resultHPs, _attackDamages); Shelling3.EmulateBattle(_resultHPs, _attackDamages); }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); BaseAirAttack = new PhaseBaseAirAttack(this); AirBattle = new PhaseAirBattle(this); Support = new PhaseSupport(this); OpeningASW = new PhaseOpeningASW(this, false); OpeningTorpedo = new PhaseTorpedo(this, 0); Shelling1 = new PhaseShelling(this, 1, "1", false); Shelling2 = new PhaseShelling(this, 2, "2", false); Shelling3 = new PhaseShelling(this, 3, "3", false); Torpedo = new PhaseTorpedo(this, 4); BaseAirAttack.EmulateBattle(_resultHPs, _attackDamages); AirBattle.EmulateBattle(_resultHPs, _attackDamages); Support.EmulateBattle(_resultHPs, _attackDamages); OpeningASW.EmulateBattle(_resultHPs, _attackDamages); OpeningTorpedo.EmulateBattle(_resultHPs, _attackDamages); Shelling1.EmulateBattle(_resultHPs, _attackDamages); Shelling2.EmulateBattle(_resultHPs, _attackDamages); Shelling3.EmulateBattle(_resultHPs, _attackDamages); Torpedo.EmulateBattle(_resultHPs, _attackDamages); }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); NightSupport = new PhaseSupport(this, "夜间支援攻击", true); NightBattle = new PhaseNightBattle(this, "第一次夜战", 1, false); NightBattle2 = new PhaseNightBattle(this, "第二次夜战", 2, false); if (NextToDay) { JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "喷式基地航空队攻击"); JetAirBattle = new PhaseJetAirBattle(this, "喷式航空战"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空队攻击"); Support = new PhaseSupport(this, "支援攻击"); AirBattle = new PhaseAirBattle(this, "航空战"); OpeningASW = new PhaseOpeningASW(this, "先制对潜"); OpeningTorpedo = new PhaseTorpedo(this, "开幕雷击", 0); Shelling1 = new PhaseShelling(this, "第一次炮击战", 1, "1"); Shelling2 = new PhaseShelling(this, "第二次炮击战", 2, "2"); Torpedo = new PhaseTorpedo(this, "雷击战", 3); } foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); BaseAirAttack = new PhaseBaseAirAttack(this); AirBattle = new PhaseAirBattle(this); // 支援は出ないものとする BaseAirAttack.EmulateBattle(_resultHPs, _attackDamages); AirBattle.EmulateBattle(_resultHPs, _attackDamages); }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "噴式基地航空隊攻撃"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); Shelling1 = new PhaseRadar(this, "レーダー射撃"); foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); BaseAirAttack = new PhaseBaseAirAttack(this); AirBattle = new PhaseAirBattle(this); Support = new PhaseSupport(this); AirBattle2 = new PhaseAirBattle(this, "2"); BaseAirAttack.EmulateBattle(_resultHPs, _attackDamages); AirBattle.EmulateBattle(_resultHPs, _attackDamages); Support.EmulateBattle(_resultHPs, _attackDamages); AirBattle2.EmulateBattle(_resultHPs, _attackDamages); }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "噴式基地航空隊攻撃"); JetAirBattle = new PhaseJetAirBattle(this, "噴式航空戦"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); AirBattle = new PhaseAirBattle(this, "空襲戦"); // 支援はないものとする foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "噴式基地航空隊攻撃"); JetAirBattle = new PhaseJetAirBattle(this, "噴式航空戦"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); AirBattle = new PhaseAirBattle(this, "第一次航空戦"); Support = new PhaseSupport(this, "支援攻撃"); AirBattle2 = new PhaseAirBattle(this, "第二次航空戦", "2"); foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }
/// <summary> /// 基地航空隊フェーズの結果を設定します。 /// </summary> private void SetBaseAirAttack(PhaseBaseAirAttack pd) { if (pd != null && pd.IsAvailable) { Searching.Text = "基地航空隊"; Searching.ImageAlign = ContentAlignment.MiddleLeft; Searching.ImageIndex = (int)ResourceManager.EquipmentContent.LandAttacker; var sb = new StringBuilder(); int index = 1; foreach (var phase in pd.AirAttackUnits) { sb.AppendFormat("{0} 回目 - #{1} :\r\n", index, phase.AirUnitID); if (phase.IsStage1Available) { sb.AppendFormat(" St1: 自軍 -{0}/{1} | 敵軍 -{2}/{3} | {4}\r\n", phase.AircraftLostStage1Friend, phase.AircraftTotalStage1Friend, phase.AircraftLostStage1Enemy, phase.AircraftTotalStage1Enemy, Constants.GetAirSuperiority(phase.AirSuperiority)); } if (phase.IsStage2Available) { sb.AppendFormat(" St2: 自軍 -{0}/{1} | 敵軍 -{2}/{3}\r\n", phase.AircraftLostStage2Friend, phase.AircraftTotalStage2Friend, phase.AircraftLostStage2Enemy, phase.AircraftTotalStage2Enemy); } index++; } ToolTipInfo.SetToolTip(Searching, sb.ToString()); } else { ClearBaseAirAttack(); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); JetBaseAirAttack = new PhaseJetBaseAirAttack(this, "噴式基地航空隊攻撃"); JetAirBattle = new PhaseJetAirBattle(this, "噴式航空戦"); BaseAirAttack = new PhaseBaseAirAttack(this, "基地航空隊攻撃"); AirBattle = new PhaseAirBattle(this, "航空戦"); Support = new PhaseSupport(this, "支援攻撃"); OpeningASW = new PhaseOpeningASW(this, "先制対潜"); OpeningTorpedo = new PhaseTorpedo(this, "先制雷撃", 0); Shelling1 = new PhaseShelling(this, "第一次砲撃戦", 1, "1"); Torpedo = new PhaseTorpedo(this, "雷撃戦", 2); Shelling2 = new PhaseShelling(this, "第二次砲撃戦", 3, "2"); Shelling3 = new PhaseShelling(this, "第三次砲撃戦", 4, "3"); foreach (var phase in GetPhases()) { phase.EmulateBattle(_resultHPs, _attackDamages); } }