Esempio n. 1
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    public void StartBattle()
    {
        _nowUIState  = BattleUIState.Switch;
        _battleState = BattleState.First;
        _playerParam.SetChar(BattleController_mono.Instance.battle._player);
        var enemys = BattleController_mono.Instance.battle._enemys;

        for (int i = 0; i < enemys.Count; i++)
        {
            _enemyParams[i].SetChar(enemys[i]);
        }
    }
Esempio n. 2
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 private void OnDisable()
 {
     _nextUIState = BattleUIState.None;
     _nowUIState  = BattleUIState.None;
     _battleState = BattleState.None;
 }
Esempio n. 3
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 void EndUIState(BattleUIState state)
 {
     _nextUIState = state;
     _nowUIState  = BattleUIState.StateEnd;
 }
Esempio n. 4
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 void EndEndUIState()
 {
     _nowUIState  = BattleUIState.Switch;
     _nextUIState = BattleUIState.None;
 }
Esempio n. 5
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 void ChengeUIState(BattleUIState state)
 {
     _nextUIState = state;
     _nowUIState  = BattleUIState.StateStart;
 }
Esempio n. 6
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 void EndChengeUIState()
 {
     _nowUIState  = _nextUIState;
     _nextUIState = BattleUIState.None;
 }
Esempio n. 7
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        private void Cleanup(BattleUIState state)
        {
            switch (state)
            {
            case BattleUIState.SelectingUnit:
                break;

            case BattleUIState.SelectingAction:
                HoverTileEnableSignal.Dispatch();
                UnitDeselectedSignal.Dispatch();
                break;

            case BattleUIState.SelectingFightAction:
                break;

            case BattleUIState.SelectingAttackTarget:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerAttack);
                break;

            case BattleUIState.SelectingInteractTarget:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerInteract);
                break;

            case BattleUIState.SelectingMoveLocation:
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerAttack);
                ClearHighlightSignal.Dispatch(HighlightLevel.PlayerMove);
                PathUnavailableSignal.Dispatch();
                break;

            case BattleUIState.Fighting:
                HoverTileEnableSignal.Dispatch();
                break;

            case BattleUIState.CombatantMoving:
                break;

            case BattleUIState.ForecastingCombat:
                FightForecastDisableSignal.Dispatch();
                break;

            case BattleUIState.Uninitialized:
                break;

            case BattleUIState.PhaseChanging:
                HoverTileEnableSignal.Dispatch();
                CameraUnlockSignal.Dispatch();
                break;

            case BattleUIState.EnemyTurn:
                HoverTileEnableSignal.Dispatch();
                CameraUnlockSignal.Dispatch();
                break;

            case BattleUIState.ContextMenu:
                break;

            case BattleUIState.Preparations:
                break;

            case BattleUIState.Surveying:
                break;

            case BattleUIState.EventPlaying:
                break;

            default:
                throw new ArgumentOutOfRangeException("state", state, null);
            }
        }
Esempio n. 8
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        private void Setup(BattleUIState state)
        {
            switch (state)
            {
            case BattleUIState.CombatantMoving:
                break;

            case BattleUIState.SelectingUnit:
                HoverTileEnableSignal.Dispatch();
                break;

            case BattleUIState.SelectingAction:
                HoverTileDisableSignal.Dispatch();
                break;

            case BattleUIState.ForecastingCombat:
                break;

            case BattleUIState.SelectingFightAction:
                break;

            case BattleUIState.SelectingAttackTarget:
                SetupAttackTargetState();
                break;

            case BattleUIState.SelectingInteractTarget:
                SetupInteractTargetState();
                break;

            case BattleUIState.SelectingMoveLocation:
                SetupMoveLocationState();
                break;

            case BattleUIState.Fighting:
                HoverTileDisableSignal.Dispatch();
                AnimateActionSignal.Dispatch(Model.PendingAction);
                break;

            case BattleUIState.Uninitialized:
                break;

            case BattleUIState.PhaseChanging:
                HoverTileDisableSignal.Dispatch();
                CameraLockSignal.Dispatch();
                break;

            case BattleUIState.EnemyTurn:
                CameraLockSignal.Dispatch();
                HoverTileDisableSignal.Dispatch();
                EnemyTurnStartSignal.Dispatch();
                break;

            case BattleUIState.ContextMenu:
                HoverTileDisableSignal.Dispatch();
                break;

            case BattleUIState.Preparations:
                CameraLockSignal.Dispatch();
                break;

            case BattleUIState.Surveying:
                CameraUnlockSignal.Dispatch();
                break;

            case BattleUIState.EventPlaying:
                break;

            default:
                throw new ArgumentOutOfRangeException("state", state, null);
            }
        }
Esempio n. 9
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 public StateTransition(BattleUIState previous, BattleUIState next)
 {
     Previous = previous;
     Next     = next;
 }
Esempio n. 10
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 public void SetUpCharData()
 {
     _nowUIState = BattleUIState.NoUI;
     _charParamDisplyer.SetData(BattleController_mono.Instance.battle._charcterField);
 }
Esempio n. 11
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 void EndEndUIState()
 {
     _nowUIState  = BattleUIState.NoUI;
     _nextUIState = BattleUIState.None;
 }