public BattleAI(SceneBattle scene_battle, Unit select_unit) { Console.WriteLine("pos " + select_unit.map_x + "," + select_unit.map_y); this.scene_battle = scene_battle; this.select_unit = select_unit; var game_main = GameMain.GetInstance(); var g3d_map = game_main.g3d_map; select_unit_group = game_main.unit_manager.GetUnitGroup(select_unit.map_x, select_unit.map_y); // 範囲系クラス move_area = new RangeAreaMove(g3d_map.map_w, g3d_map.map_h); action_target_area = new RangeAreaActionTarget(g3d_map.map_w, g3d_map.map_h); thread = new Thread(new ThreadStart(Run)); // 可能ならスレッド分けて、画面が停滞しないようにはしたい thread.Start(); }
public bool _ScriptLineAnalyze(Script.ScriptLineToken t) { var game_main = GameMain.GetInstance(); //var user_interface = game_main.user_interface; //var game_base = game_main.game_base; //var g3d_camera = game_main.g3d_camera; var g3d_map = game_main.g3d_map; var unit_manager = game_main.unit_manager; //var action_manager = game_main.action_manager; switch (t.command[0]) { case "SetupScene": switch (t.command[1]) { case "Battle": { var script_path = t.GetString(2); var scene = new SceneBattle(script_path, false); game_main.NextScene(scene); } return(true); case "PreBattle": { var script_path_pre = t.GetString(2); var script_path_main = t.GetString(3); var scene = new ScenePreBattle(script_path_pre, script_path_main); game_main.NextScene(scene); } return(true); case "CreateMap": { //var script_path_pre = t.GetString(2); //var script_path_main = t.GetString(3); var scene = new SceneCreateMap(); game_main.NextScene(scene); } return(true); } break; case "ConectSound": { var key_name = t.GetString(1); var path = t.GetString(2); SoundManager.ConectSound(key_name, path); } return(true); case "ConectOnePointModel": { var key_name = t.GetString(1); var path = t.GetString(2); ModelManager.ConectOnePointModel(key_name, path); } return(true); case "SetupActionData": { var path = t.GetString(1); ActionDataManager.SetupActionData(path); } return(true); case "SetupClassData": { var path = t.GetString(1); UnitDataManager.AddClassData(path); } return(true); case "DebugMode": switch (t.GetString(1)) { case "UI": game_main.debug_status.is_battle_ui_debug_mode = true; return(true); case "Auto": game_main.debug_status.is_auto_battle = true; game_main.user_interface.SetMode(UserInterface.Mode.NonePlayerTurn, game_main.game_base.input.mouse_sutatus.position); return(true); } return(true); } return(false); }