private void _setHpGauge(FleetType type) { int num = (type != 0) ? _fBattleship.Count : _eBattleship.Count; bool flag = (type == FleetType.Friend) ? true : false; FleetType key = flag ? FleetType.Enemy : FleetType.Friend; List <ShipModel_Defender> defenders = _clsKoukuu.GetDefenders((!flag) ? true : false, all: true); for (int i = 0; i < _dicBakuraiModel[type].Length; i++) { if (_dicBakuraiModel[type][i] == null) { continue; } ShipModel_Defender defender = _dicBakuraiModel[type][i].Defender; switch (_dicBakuraiModel[type][i].GetHitState()) { case BattleHitStatus.Normal: if (_dicHitState[key][defender.Index] != HpHitState.Critical) { _dicHitState[key][defender.Index] = HpHitState.Hit; } break; case BattleHitStatus.Clitical: _dicHitState[key][defender.Index] = HpHitState.Critical; break; case BattleHitStatus.Miss: if (_dicHitState[key][defender.Index] == HpHitState.None) { _dicHitState[key][defender.Index] = HpHitState.Miss; } break; } } for (int j = 0; j < num; j++) { int damage = _clsKoukuu.GetAttackDamage(defenders[j].TmpId)?.GetDamage() ?? (-1); BattleHitStatus status = (_dicHitState[key][j] != HpHitState.Miss) ? ((_dicHitState[key][j] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.Init(); _battleHpGauges.SetGauge(j, flag, isLight: true, isT: false, isNumber: false); if (flag) { _battleHpGauges.SetHp(j, defenders[j].MaxHp, defenders[j].HpBefore, defenders[j].HpAfter, damage, status, isFriend: false); } else { _battleHpGauges.SetHp(j, defenders[j].MaxHp, defenders[j].HpBefore, defenders[j].HpAfter, damage, status, isFriend: false); } } }
private void _setHpGauge() { BattleCutInCamera cutInCamera = BattleTaskManager.GetBattleCameras().cutInCamera; bool flag = false; _eHpPos = _setHpGaugePosition(_eBattleship.Count); _eHitState = new HpHitState[_eBattleship.Count]; UIPanel uIPanel = Resources.Load <UIPanel>("Prefabs/Battle/UI/UICircleHpPanel"); _uiHpGaugePanel = Util.Instantiate(uIPanel.gameObject, cutInCamera.transform.gameObject).GetComponent <UIPanel>(); for (int i = 0; i < _defenders.Count; i++) { DamageModel attackDamage = _clsShelling.GetAttackDamage(_defenders[i].TmpId); if (attackDamage.GetHitState() == BattleHitStatus.Clitical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Critical; } else if (attackDamage.GetHitState() == BattleHitStatus.Miss) { if (_eHitState[attackDamage.Defender.Index] == HpHitState.None) { _eHitState[attackDamage.Defender.Index] = HpHitState.Miss; } } else if (attackDamage.GetHitState() == BattleHitStatus.Normal && _eHitState[attackDamage.Defender.Index] != HpHitState.Critical) { _eHitState[attackDamage.Defender.Index] = HpHitState.Hit; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: true, isT: false, isNumber: false); _battleHpGauges.SetHp(i, _defenders[i].MaxHp, _defenders[i].HpBefore, _defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }
private void _setHpGauge() { bool flag = false; _eHitState = new HpHitState[_eBattleship.Count]; List<ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false); for (int i = 0; i < defenders.Count; i++) { DamageModel attackDamage = _clsTorpedo.GetAttackDamage(defenders[i].TmpId); switch (attackDamage.GetHitState()) { case BattleHitStatus.Normal: if (_eHitState[i] != HpHitState.Critical) { _eHitState[i] = HpHitState.Hit; } break; case BattleHitStatus.Clitical: _eHitState[i] = HpHitState.Critical; break; case BattleHitStatus.Miss: if (_eHitState[i] == HpHitState.None) { _eHitState[i] = HpHitState.Miss; } break; } BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(i, isFriend: false, isLight: false, isT: true, isNumber: false); _battleHpGauges.SetHp(i, defenders[i].MaxHp, defenders[i].HpBefore, defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false); if (attackDamage.GetProtectEffect() && !flag) { flag = true; _isProtect = true; _rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]); } } }
private void _setHpGauge() { _eHpPos = new Vector3[_eBattleship.Count]; _eHpPos = _setHpPosition(FleetType.Enemy, _eBattleship.Count); List <ShipModel_Defender> defenders = _clsAerial.GetDefenders(is_friend: false, all: true); for (int i = 0; i < _fBakuraiModel.Length; i++) { if (_fBakuraiModel[i] == null) { continue; } ShipModel_Defender defender = _fBakuraiModel[i].Defender; if (_fBakuraiModel[i].GetHitState() == BattleHitStatus.Clitical) { _eHitState[defender.Index] = HpHitState.Critical; } else if (_fBakuraiModel[i].GetHitState() == BattleHitStatus.Miss) { if (_eHitState[defender.Index] == HpHitState.None) { _eHitState[defender.Index] = HpHitState.Miss; } } else if (_fBakuraiModel[i].GetHitState() == BattleHitStatus.Normal && _eHitState[defender.Index] != HpHitState.Critical) { _eHitState[defender.Index] = HpHitState.Hit; } } for (int j = 0; j < _eBattleship.Count; j++) { BattleHitStatus status = (_eHitState[j] != HpHitState.Miss) ? ((_eHitState[j] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss; _battleHpGauges.SetGauge(j, isFriend: false, isLight: true, isT: false, isNumber: false); _battleHpGauges.SetHp(j, defenders[j].MaxHp, defenders[j].HpBefore, defenders[j].HpAfter, _clsAerial.GetAttackDamage(defenders[j].TmpId).GetDamage(), status, isFriend: false); } }