public void SetPlayer(BattleCharaModel m) { if (chara.Count < 2) { chara.Add(m); } }
IEnumerator Start() { Debug.Log("[DiceSeq] Start"); if (PlayerManager.Instance.CurrentPlayerModel.CurrentBattle == null) { BattleController = new BattleController(); BattleController.SetPlayer(CreateBattleChara(PlayerManager.Instance.CurrentPlayerModel)); } else { BattleController = PlayerManager.Instance.CurrentPlayerModel.CurrentBattle; } var currentChara = BattleController.Chara; var otherChara = SearchAndCreateBattleCharaModels( PlayerManager.Instance.CurrentPlayerModel.Id, PlayerManager.Instance.CurrentPlayerModel.Status.MapPos);//同じマスのぷれいやーけんさく //すでに戦闘中の敵がいれば選択肢に追加 otherChara.AddRange(currentChara.Where(c => c.PlayerId != PlayerManager.Instance.CurrentPlayerModel.Id).ToList()); BattleCharaModel selected = null; if (otherChara.Count > 0) { var index = 0; if (otherChara.Count > 1) { //選ばせる。 yield return(InputManager.Instance.WaitForSelect( PlayerManager.Instance.CurrentPlayerModel, otherChara.Select(c => c.Name).ToArray(), num => { index = num; })); } selected = otherChara[index]; BattleController.Clear(); BattleController.SetPlayer(CreateBattleChara(PlayerManager.Instance.CurrentPlayerModel)); BattleController.SetPlayer(selected); } else { //新しいエネミー //todo ますたーからひっぱる BattleController.SetPlayer(new BattleCharaModel() { additionalStatus = new StatusModel(), status = new StatusModel(), isPlayer = false, Name = "dummy" }); } _statemachine.Next(BattleSequence.State.WaitInput); yield return(null); }