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>(); }
/// <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; } }
/// <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(); }
/// <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; } }
/// <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)); }