public void BattleProcess(kcsapi_sortie_battle data) { ResetEnemy(data.api_ship_ke); UpdateEnemyMaxHP(data.api_maxhps); UpdateEnemyNowHP(data.api_nowhps); CalcEnemyDamages( data.api_support_info.GetEnemyDamages(), data.api_kouku.GetEnemyDamages(), data.api_opening_atack.GetEnemyDamages(), data.api_hougeki1.GetEnemyDamages(), data.api_hougeki2.GetEnemyDamages(), data.api_raigeki.GetEnemyDamages() ); }
public void BattleProcess(kcsapi_sortie_battle data) { ResetEnemy(data.api_ship_ke); UpdateEnemyMaxHP(data.api_maxhps); UpdateEnemyNowHP(data.api_nowhps); CalcEnemyDamages( data.api_air_base_attack.GetEnemyDamages(), // 기항대 data.api_support_info.GetEnemyDamages(), // 지원함대 data.api_kouku.GetEnemyDamages(), // 항공전 data.api_opening_taisen.GetEnemyDamages(), // 선제대잠 data.api_opening_atack.GetEnemyDamages(), // 선제뇌격 data.api_hougeki1.GetEnemyDamages(), // 1차 포격전 data.api_hougeki2.GetEnemyDamages(), // 2차 포격전 data.api_raigeki.GetEnemyDamages() // 뇌격전 ); }
private void Update(kcsapi_sortie_battle data, ApiTypes apiType) { if (apiType == ApiTypes.practice_battle) { this.ClearBattleInfo(); } // 적, 아군 함대 정보 갱신 this.UpdateFleets(data.api_deck_id, data, data.api_formation); // 체력 갱신 this.UpdateMaxHP(data.api_f_maxhps, data.api_e_maxhps); this.UpdateBefHP(data.api_f_nowhps, data.api_e_nowhps); this.UpdateNowHP(data.api_f_nowhps, data.api_e_nowhps); // 전투 계산 battleCalculator .Initialize( this.AliasFirst, this.AliasSecond, this.EnemyFirst, this.EnemySecond ) .Update(data, (ApiTypes_Sortie)apiType); }