void Awake() { Combat.CombatMode mode = Manager.Instance.Object.CombatMode; mode.StartUserBattleEvent.Attach(onStartUserBattle); mode.EndUserBattleEvent.Attach(onEndUserBattle); }
// void Awake() { // load Nurture.Calendar calendar = loadCalendar(); _mainCharacter = loadMainCharacter(calendar); loadAllStat(_mainCharacter); Story.TargetCharacter targetCharacter = loadTargetCharacter(); // story _storyMode = new Story.Mode(targetCharacter); // nurture _nurtureMode = new Nurture.Mode(calendar, _mainCharacter); // board game _boardGameMode = new BoardGame.BoardGameMode(); // combat _combatMode = new Combat.CombatMode(); // events _endNurtureEvent = new EndNurtureEvent(); // attach handler NurtureMode.Schedule.EndEvent.Attach(onScheduleEnd); }
private void onClick() { Log.Debug("click combat trick button"); Combat.CombatMode mode = Manager.Instance.Object.CombatMode; mode.EndUserBattleEvent.Invoke(); mode.UserPlayer.Trick(); }
// void Awake() { setPlayerNameText(string.Empty); setSuffixText(string.Empty); Combat.CombatMode mode = Manager.Instance.Object.CombatMode; mode.StartUserBattleEvent.Attach(onStartUserBattle); mode.StartAIBattleEvent.Attach(onStartAIBattle); mode.EndAIBattleEvent.Attach(onEndAIBattle); mode.EndEvent.Attach(onEnd); }
// void Awake() { Combat.CombatMode mode = Manager.Instance.Object.CombatMode; mode.StartUserBattleEvent.Attach(onStartUserBattle); mode.StartAIBattleEvent.Attach(onStartAIBattle); mode.EndEvent.Attach(onEnd); mode.CriticalAttackEvent.Attach(onCriticalAttack); mode.AttackEvent.Attach(onAttack); mode.CriticalTrickEvent.Attach(onCriticalTrick); mode.TrickEvent.Attach(onTrick); }
public AIPlayer(CombatMode mode, int id, int hp, int mp, int criticalProbability, int attack, int defense, int intellect, int tactic) : base(mode, id) { CombatPlayer p = Manager.Instance.DT.CombatPlayer[id]; _orient = p.orient; Character c = Manager.Instance.DT.Character[p.characterId]; _name = c.name; _hp = hp; _mp = mp; _criticalProbability = criticalProbability; _attack = attack; _defense = defense; _intellect = intellect; _tactic = tactic; }
// constructor public AIPlayer(CombatMode mode, int id) : base(mode, id) { CombatPlayer p = Manager.Instance.DT.CombatPlayer[id]; _orient = p.orient; Character c = Manager.Instance.DT.Character[p.characterId]; _name = c.name; _hp = p.hp; _mp = p.intellect; _criticalProbability = p.criticalProbability; _attack = p.attack; _defense = p.defense; _intellect = p.intellect; _tactic = p.tactic; }
// constructor public Player(CombatMode mode, int id) { _mode = mode; _id = id; }