public override void Init(StateMediator <BattleStateName> mediator) { Debug.Log("ゲームスタート"); // ターンのループステートを事前生成しておく turnLoop = new TurnLoop(manager, isPlayerFirst); // 使用メンコの初期生成 PreInstantiate(manager.Data.AllBattleData); }
public override void Init(StateMediator<BattleStateName> mediator) { Debug.Log("ゲームスタート"); // ターンのループステートを事前生成しておく turnLoop = new TurnLoop(manager, isPlayerFirst); // 使用メンコの初期生成 PreInstantiate(manager.Data.AllBattleData); }
public EndTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { this.turnLoop = turnLoop; }
public RivalTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { this.phaseSM = new PhaseStateMachine(manager, false); this.turnLoop = turnLoop; this.timer = 0; }
public RivalTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { this.phaseSM = new PhaseStateMachine(manager, false); this.turnLoop = turnLoop; this.timer = 0; }
public EndTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { this.turnLoop = turnLoop; }
public PlayerTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { phaseSM = new PhaseStateMachine(manager, true); this.turnLoop = turnLoop; }
public PlayerTurn(BattleManager manager, TurnLoop turnLoop) : base(manager) { phaseSM = new PhaseStateMachine(manager, true); this.turnLoop = turnLoop; }