public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); NightInitial = new PhaseNightInitial(this, "夜戦開始", false); FriendlySupportInfo = new PhaseFriendlySupportInfo(this, "友軍艦隊"); FriendlyShelling = new PhaseFriendlyShelling(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"); // ここに友軍艦隊航空攻撃が来るかわからない 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); } }
private static void OutputFriendlySupportData(StringBuilder sb, PhaseFriendlySupportInfo p) { for (int i = 0; i < p.FriendlyMembersInstance.Length; i++) { var ship = p.FriendlyMembersInstance[i]; if (ship == null) { continue; } sb.AppendFormat("#{0}: {1} {2} Lv. {3} HP: {4} / {5} - 火力{6}, 雷装{7}, 対空{8}, 装甲{9}\r\n", i + 1, ship.ShipTypeName, p.FriendlyMembersInstance[i].NameWithClass, p.FriendlyLevels[i], p.FriendlyInitialHPs[i], p.FriendlyMaxHPs[i], p.FriendlyParameters[i][0], p.FriendlyParameters[i][1], p.FriendlyParameters[i][2], p.FriendlyParameters[i][3]); sb.Append(" "); sb.AppendLine(string.Join(", ", p.FriendlySlots[i] .Concat(new[] { p.FriendlyExpansionSlots?[i] ?? -1 }) .Select(id => KCDatabase.Instance.MasterEquipments[id]) .Where(eq => eq != null) .Select(eq => eq.Name))); } }
public override void LoadFromResponse(string apiname, dynamic data) { base.LoadFromResponse(apiname, (object)data); NightInitial = new PhaseNightInitial(this, "夜戦開始", false); FriendlySupportInfo = new PhaseFriendlySupportInfo(this, "友軍艦隊"); FriendlyShelling = new PhaseFriendlyShelling(this, "友軍艦隊援護"); // 支援なし? NightBattle = new PhaseNightBattle(this, "夜戦", 0); 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"); FriendlySupportInfo = new PhaseFriendlySupportInfo(this, "友軍艦隊"); FriendlyAirBattle = new PhaseFriendlyAirBattle(this, "友軍支援航空攻撃"); 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); } }
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"); FriendlySupportInfo = new PhaseFriendlySupportInfo(this, "友軍艦隊"); FriendlyAirBattle = new PhaseFriendlyAirBattle(this, "友軍支援航空攻撃"); 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); } }