Exemple #1
0
 public void InitStatus()
 {
     status.PlayerHP      = status.GetMaxHP;
     status.PlayerAttack  = 1;
     SetSwordType         = PlayerStatus.SWORDTYPE.NORMAL;
     status.event_state   = PlayerStatus.EventState.NORMAL;
     status.gimmick_state = PlayerStatus.GimmickState.NORMAL;
     status.ItemList      = new List <ItemStatus.Type>();
 }
Exemple #2
0
 /// <summary>
 /// 剣をリストにセットする処理
 /// </summary>
 /// <param name="type"></param>
 public void setSwordList(PlayerStatus.SWORDTYPE type)
 {
     //0番目以上のNORMALタイプのところに錬金した剣をいれる
     for (int i = 1; i < 4; i++)
     {
         if (swordList[i] != PlayerStatus.SWORDTYPE.NORMAL)
         {
             continue;
         }
         swordList[i] = type;
         alchemyUI_ctr.ItemSuccesAnimCoroutine(type);
         break;
     }
 }
Exemple #3
0
    /// <summary>
    /// 錬金でアイテムが完成したら出るアニメーション
    /// </summary>
    /// <returns>剣の属性</returns>
    private IEnumerator AlchemyItemSuccessAnim(PlayerStatus.SWORDTYPE type)
    {
        player_ctr.AllCommandActive = false;
        SuccessPanel.transform.GetChild(0).GetComponent <Image>().sprite = player_ctr.getSwordSpriteList((int)type);
        SuccessPanel.GetComponent <Image>().SetNativeSize();
        GameObject EffectObj = EffectManager.Instance.PlayEffect((int)EffectManager.EffectName.Effect_StarExplosive, SuccessPanel.transform.position, 4, SuccessPanel, true);

        EffectObj.GetComponent <ParticleSystemRenderer>().sortingOrder = 107;
        SuccessPanel.SetActive(true);
        yield return(new WaitForSeconds(0.8f));

        SuccessPanel.SetActive(false);
        player_ctr.AllCommandActive = true;
        player_ctr.OpenAlchemy();
    }
Exemple #4
0
    /// <summary>
    /// 剣の属性を変える処理
    /// </summary>
    /// <param name="s_type"></param>
    public void SwordTypeChange(PlayerStatus.SWORDTYPE s_type)
    {
        if (swordSpriteList.Count == 0)
        {
            setSwordSpriteList();
        }
        sword.sprite = swordSpriteList[(int)s_type];
        switch (s_type)
        {
        case PlayerStatus.SWORDTYPE.NORMAL:
        case PlayerStatus.SWORDTYPE.FIRE:
        case PlayerStatus.SWORDTYPE.FROZEN:
        case PlayerStatus.SWORDTYPE.DARK:
            status.PlayerAttack = 1;
            break;

        case PlayerStatus.SWORDTYPE.AXE:
        case PlayerStatus.SWORDTYPE.TORCH:
        case PlayerStatus.SWORDTYPE.VAJURA:
            status.PlayerAttack = 2;
            break;
        }
    }
Exemple #5
0
 /// <summary>
 /// AlchemySuccesAnimコルーチンの関数を呼ぶ処理
 /// </summary>
 public void ItemSuccesAnimCoroutine(PlayerStatus.SWORDTYPE type)
 {
     StartCoroutine(AlchemyItemSuccessAnim(type));
 }