// Use this for initialization void Start() { _HpState = HP_State.Fine; _NowState = State.Default; //キャラリスト読み込み charaList = Resources.Load("Data/CharaList") as Entity_CharaList; //キャラ成長率リスト読み込み chara_rateList = Resources.Load("Data/Chara_rateList") as Entity_Chara_rateList; //クラスリスト読み込み classList = Resources.Load("Data/ClassList") as Entity_ClassList; //武器リストを読み込み weaponList = Resources.Load("Data/WeaponList") as Entity_WeaponList; //自分の子にあるアイテムリストを取得 _itemprefablist = GameObject.Find(transform.name + "/ItemList"); //自分の子にあるスキルリストを取得 _skillprefablist = GameObject.Find(transform.name + "/SkillList"); _skillchecker = GetComponent <SkillChecker>(); //キャラの初期化 if (!_reset) { for (var i = 0; i < charaList.param.Count; i++) { if (charaList.param[i].name == _name) { //idの上書き _id = i; //各能力値と成長率の読み込み _level = charaList.param[_id].lv; _totalLevel = _level; _hp = charaList.param[_id].hp; _hprate = chara_rateList.param[_id].hp; _str = charaList.param[_id].str; _strrate = chara_rateList.param[_id].str; _skl = charaList.param[_id].skl; _sklrate = chara_rateList.param[_id].skl; _spd = charaList.param[_id].spd; _spdrate = chara_rateList.param[_id].spd; _luk = charaList.param[_id].luk; _lukrate = chara_rateList.param[_id].luk; _def = charaList.param[_id].def; _defrate = chara_rateList.param[_id].def; _cur = charaList.param[_id].cur; _currate = chara_rateList.param[_id].cur; _move = charaList.param[_id].move; _moverate = chara_rateList.param[_id].move; //クラス(職業)の読み込み _class = charaList.param[_id].job; } } _reset = true; } ClassChange(_class); TotalStatus(); FullRecoveryHP(); }
//-------------------------------------------------- // スタート //-------------------------------------------------- void Start() { GameState = DEFINE.GAME_STATE.PLAYER_TURN; // ゲーム状態 player = GetComponent <Player>(); // プレイヤー情報を取得 enemy = GetComponent <Enemy>(); // エネミー情報を取得 PieceList = GetComponentInChildren <PieceList>(); // ピースのリストを取得 skillChecker = GetComponent <SkillChecker>(); // スキル情報を取得 nCnt = 0; SE.PlaySE(1); }
private Message GetDirectResistSkills(SkillType initiativeSkillType, CharacterAction action) { var message = new DirectResistSkillsListMessage(); List <SkillType> resistables = new List <SkillType>(); foreach (var skillType in SkillType.SkillTypes) { if (SkillChecker.CanResistSkillWithoutDMCheck(initiativeSkillType, skillType.Value, action)) { resistables.Add(skillType.Value); } } message.skillTypes = new SkillTypeDescription[resistables.Count]; for (int i = 0; i < resistables.Count; ++i) { message.skillTypes[i] = StreamableFactory.CreateSkillTypeDescription(resistables[i]); } return(message); }
public void PassiveUseSkill(SkillType skillType, bool force, bool bigone, int[] fixedDicePoints = null) { if (force) { this.PassiveSelectSkill(skillType, bigone, fixedDicePoints); } else { if (SkillChecker.CanResistSkillWithoutDMCheck(SkillChecker.Instance.InitiativeSkillType, skillType, SkillChecker.Instance.CheckingAction)) { this.PassiveSelectSkill(skillType, bigone, fixedDicePoints); } else { Game.DM.DMClient.RequestDMCheck(SkillChecker.Instance.Passive.Controller, SkillChecker.Instance.Passive.Name + "对" + SkillChecker.Instance.Passive.Name + "使用" + skillType.Name + ",可以吗?", result => { if (result) { this.PassiveSelectSkill(skillType, bigone, fixedDicePoints); } }); } } }
public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition) { }
public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, SkillChecker condition) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, condition) { }
public SkillOnPlayerMechanic(long mechanicID, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition = null) : base(mechanicID, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition) { }
public HitByEnemyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition) { IsEnemyMechanic = true; }
public SkillMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown) { _triggerCondition = condition; }
public HitOnEnemyMechanic(long[] mechanicIDs, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition = null) : base(mechanicIDs, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition) { }