Esempio n. 1
0
    void makeBattleAction()
    {
        int[] from = new int[1];
        from[0] = currentPlayerIndex;

        BattleActionData data = makeBattleActionData(from, targetIndices);

        setCharacterAction(currentPlayerIndex, data);
    }
Esempio n. 2
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    void SetEnemyActionData()
    {
        for (int i = 0; i < enemyPartyData.Length; i++)
        {
            int[] from = new int[1];
            from[0] = i + 5;
            int[] to = new int[1];
            to[0] = targetPicker(false);
            BattleActionData data = makeBattleActionData(from, to);

            battleActionQueue.Add(data);
        }
    }
Esempio n. 3
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    void setAllBaseActions()
    {
        resetActionData();
        for (int i = 0; i < 5; i++)
        {
            int[] from = new int[1];
            from[0] = i;

            BattleActionData data = makeBattleActionData(from, targetIndices);

            setCharacterAction(i, data);

            uiController.SetActionText(i, "Attack");
        }
    }
Esempio n. 4
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 void setCharacterAction(int charIndex, BattleActionData action)
 {
     characterBattleData[charIndex] = action;
 }
Esempio n. 5
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    BattleActionData makeBattleActionData(int[] fromIndex, int[] toIndex)
    {
        GameCharacter[] from          = new GameCharacter[fromIndex.Length];
        int             priorityCount = 0;

        for (int i = 0; i < fromIndex.Length; i++)
        {
            if (fromIndex[i] < 5)
            {
                from[i] = userPartyData[fromIndex[i]];
            }
            else
            {
                int targetIndex = fromIndex[i] - 5;
                from[i] = enemyPartyData[targetIndex];
            }
            priorityCount += from[i].CurrentStat.AGI;
        }
        priorityCount /= fromIndex.Length;

        GameCharacter[] to = new GameCharacter[toIndex.Length];
        for (int i = 0; i < toIndex.Length; i++)
        {
            if (toIndex[i] < 5)
            {
                to[i] = userPartyData[toIndex[i]];
            }
            else
            {
                int targetIndex = toIndex[i] - 5;
                to[i] = enemyPartyData[targetIndex];
            }
        }


        BattleAction btAction;

        switch (currentAction)
        {
        case BtAction.Attack:
            btAction = AttackAction;
            break;

        case BtAction.Skill:
            btAction = SkillAction;
            break;

        case BtAction.Item:
            btAction = ItemAction;
            break;

        case BtAction.Formation:
            btAction = AttackAction;
            break;

        case BtAction.Run:
            btAction = RunAction;
            break;

        default:
            btAction = AttackAction;
            break;
        }



        BattleActionData data = new BattleActionData(btAction, from, fromIndex, to, toIndex, curActionIndex, 1, priorityCount);

        return(data);
    }