/// <summary> /// パラメータの初期化 /// </summary> /// <param name="_weight"></param> /// <param name="_recoveryRate"></param> /// <param name="_diffence"></param> /// <param name="_attackCh"></param> /// <param name="_skillCh"></param> /// <param name="_speed"></param> protected void InitCharacterParameter() { #region パラメータ設定 parameter = new CharacterParameter { power = new Power { quantity = parameterList.power }, weight = new Weight(parameterList.weight), stamina = new Stamina(parameterList.staminaRecoverySpeed), diffence = new Diffence { quantity = parameterList.deffence }, attackCharge = new Charge(parameterList.blowChargeSpeed), skillCharge = new Charge(parameterList.skillChargeSpeed), invincibly = new Invincibly() }; #endregion baseParameter = new BaseParameter(sprite); baseParameter.moveParameter = new MoveParameter(0, parameterList.speed); }
public void Init(Vector2 touchPosition,CharacterParameter param) { //親の設定 var parent = GameObject.FindGameObjectWithTag("CharacterDetailStateUIParent").transform; transform.SetParent(parent); //ターゲットの設定 //UpdateUiLocalPosFromTargetPos(touchPosition); SetParam(param); }
public void Decide() { var changeCharacterPattern = FindObjectOfType <ChangeCharacterPattern>(); if (changeCharacterPattern == null) { throw new NullReferenceException("ChangeCharacterPattern is nothing"); } _characterParameter = changeCharacterPattern.getCharacterParamter; }
public void Init(Vector2 touchPosition, CharacterParameter param) { //親の設定 var parent = GameObject.FindGameObjectWithTag("CharacterDetailStateUIParent").transform; transform.SetParent(parent); //ターゲットの設定 //UpdateUiLocalPosFromTargetPos(touchPosition); SetParam(param); }
/// <summary> /// �L�����̃p�����[�^����Ƀ_���[�W�v�Z /// </summary> /// <param name="character"></param> public void DamageCalculate(CharacterParameter character) { float deffence = isIgnoreDeffence ? 1F : character.diffence.quantity; damage = damage * deffence * (Weight.MIDDLE / character.weight.quantity); }
public PlayerController(CharacterParameter characterParameter) { skillA = new SkillControl(characterParameter, GlobalSettings.Setting.SkillA); skillB = new SkillControl(characterParameter, GlobalSettings.Setting.SkillB); skillC = new SkillControl(characterParameter, GlobalSettings.Setting.SkillC); }
public SkillControl(CharacterParameter characterParameter, Skill s) { needCoolFrame = characterParameter.GetCoolDownFrameFromSkill(s); coolingSkillFrame = needCoolFrame; skill = s; }
public void Decide() { var changeCharacterPattern = FindObjectOfType<ChangeCharacterPattern>(); if (changeCharacterPattern == null) throw new NullReferenceException("ChangeCharacterPattern is nothing"); _characterParameter = changeCharacterPattern.getCharacterParamter; }
void SetParam(CharacterParameter param) { }
/// <summary> /// �p�����[�^�̏����� /// </summary> /// <param name="_weight"></param> /// <param name="_recoveryRate"></param> /// <param name="_diffence"></param> /// <param name="_attackCh"></param> /// <param name="_skillCh"></param> /// <param name="_speed"></param> protected void InitCharacterParameter() { #region �p�����[�^�ݒ� parameter = new CharacterParameter { power = new Power { quantity = parameterList.power }, weight = new Weight(parameterList.weight), stamina = new Stamina(parameterList.staminaRecoverySpeed), diffence = new Diffence { quantity = parameterList.deffence }, attackCharge = new Charge(parameterList.blowChargeSpeed), skillCharge = new Charge(parameterList.skillChargeSpeed), invincibly = new Invincibly() }; #endregion baseParameter = new BaseParameter(sprite); baseParameter.moveParameter = new MoveParameter(0, parameterList.speed); }
/// <summary> /// キャラのパラメータを元にダメージ計算 /// </summary> /// <param name="character"></param> public void DamageCalculate(CharacterParameter character) { float deffence = isIgnoreDeffence ? 1F : character.diffence.quantity; damage = damage * deffence * (Weight.MIDDLE / character.weight.quantity); }