Esempio n. 1
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        public void Make(string name)
        {
            d           = DungeonDictionary.MakeDungeon(name);
            CurrentWave = 0;

            Character.Reset();
        }
Esempio n. 2
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        /// <summary>
        /// バトル開始
        /// </summary>
        /// <returns></returns>
        public static AsyncSubject <List <LootItemStruct> > BootBattle()
        {
            AsyncSubject <List <LootItemStruct> > subject = new AsyncSubject <List <LootItemStruct> >();

            var dungeon = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);

            var enemies        = BattleLogic.EnemiesChoice();
            var enemyDataModel = EnemyDataModel.Instance;

            enemyDataModel.Initialize();
            enemies.Enemies.ForEach(enemyId =>
            {
                float level = Random.Range(dungeon.enemyLevel.min, dungeon.enemyLevel.max);
                level       = level * DungeonDataModel.Instance.Location.y + 1;
                level      += enemies.AddLevel;
                enemyDataModel.Add(EnemyLogic.Create(enemyId, (int)level));
            });

            _battleScene = Object.Instantiate((GameObject)Resources.Load("Prefabs/Scene/Battle"), Vector3.zero,
                                              Quaternion.identity);
            _battleScene.transform.Find("FrontCanvas").GetComponent <Canvas>().worldCamera =
                GameObject.Find("MainCamera").GetComponent <Camera>();

            var battleManager = _battleScene.transform.Find("System").GetComponent <BattleManager>();

            battleManager.Initialize();
            battleManager.EndBattle.Subscribe(loots =>
            {
                subject.OnNext(loots);
                subject.OnCompleted();
            });

            return(subject);
        }
Esempio n. 3
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        /// <summary>
        /// ダンジョンからドロップを抽選する
        /// </summary>
        /// <returns></returns>
        public static List <LootItemStruct> DungeonTreasureLootChoice()
        {
            var dungeonData = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);

            //ドロップアイテムを抽選する
            var drops = DropLottery(dungeonData.drops);
            //最低一個は抽選する
            var choice = new WeightChoice <string>();

            dungeonData.drops.ForEach(drop =>
            {
                choice.Add(drop.rate, drop.itemId);
            });
            var itemId = choice.ChoiceOne();

            drops.Add(new LootItemStruct()
            {
                ItemId = itemId,
                Amount = 1
            });
            //レアリティの抽選を行う
            drops.ForEach(drop =>
            {
                DropLottery(ref drop);
            });
            return(drops);
        }
Esempio n. 4
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        /// <summary>
        /// ダンジョン固有アイテムからドロップを抽選する
        /// </summary>
        /// <returns></returns>
        public static List <LootItemStruct> DungeonLootChoice(float rate = 1)
        {
            //ダンジョン固有アイテムも抽選する
            var dungeonData = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);
            var drops       = DropLottery(dungeonData.drops, rate);

            return(drops);
        }
Esempio n. 5
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        private static int GetMapFloorSize(string dungeonId)
        {
            int count = 0;
            var map   = DungeonDictionary.GetDungeonMapData(dungeonId).map;

            count += map.battle;
            count += map.boss;
            count += map.elite;
            count += map.evt;
            count += map.treasure;
            return(count);
        }
Esempio n. 6
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        public static void CreateMap(string dungeonId)
        {
            DungeonSerializable dungeonData = DungeonDictionary.GetDungeonMapData(dungeonId);
            var model = DungeonDataModel.Instance;

            model.Location         = new Vector3Int(DungeonConsts.WIDTH_SIZE / 2, -1, 0);
            model.DungeonId        = dungeonId;
            model.DungeonFloorSize = GetMapFloorSize(dungeonId);

            model.DungeonFloor = new DungeonDataModel.DungeonFloorStruct[DungeonConsts.WIDTH_SIZE][];
            for (int x = 0; x < DungeonConsts.WIDTH_SIZE; x++)
            {
                //model.DungeonFloor[x] = new DungeonEnum.Tiles[floorSize];
                model.DungeonFloor[x] = new DungeonDataModel.DungeonFloorStruct[model.DungeonFloorSize];
                DungeonEventCreateLogic choice = new DungeonEventCreateLogic();
                choice.Add(dungeonData.map.battle, DungeonEnum.Tiles.Battle);
                choice.Add(dungeonData.map.elite, DungeonEnum.Tiles.Elite);
                choice.Add(dungeonData.map.evt, DungeonEnum.Tiles.Evt);
                choice.Add(dungeonData.map.treasure, DungeonEnum.Tiles.Treasure);
                for (int y = 0; y < model.DungeonFloorSize; y++)
                {
                    //最初の左右、ボス前の左右、ボス以外はブランク
                    if (IsBlank(x, y, dungeonId))
                    {
                        //model.DungeonFloor[x][y] = DungeonEnum.Tiles.Blank;
                        model.DungeonFloor[x][y] = new DungeonDataModel.DungeonFloorStruct()
                        {
                            Tile    = DungeonEnum.Tiles.Blank,
                            Enabled = false
                        };
                    }
                    else
                    {
                        model.DungeonFloor[x][y] = new DungeonDataModel.DungeonFloorStruct()
                        {
                            Tile    = choice.ChoicePickOut(),
                            Enabled = true
                        };
                        //model.DungeonFloor[x][y] = choice.ChoicePickOut();
                    }

                    /*//最初は雑魚バトル確定
                     * if (y == 1 && x != 0 && x != DungeonConsts.WIDTH_SIZE - 1)
                     *  model.DungeonCell[x][y] = DungeonEnum.Events.Battle;*/
                    //最終フロアの中央はボス

                    /*if (y == floorSize && x == (int) (DungeonConsts.WIDTH_SIZE / 2))
                     *  model.DungeonCell[x][y] = DungeonEnum.Events.Boss;*/
                }
            }
        }
Esempio n. 7
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        public static EnemiesStruct EnemiesChoice()
        {
            var dungeonData = DungeonDictionary.GetDungeonMapData(DungeonDataModel.Instance.DungeonId);
            var floor       = DungeonDataModel.Instance.Floor;

            //敵の数
            int amountMin       = 0;
            int amountMax       = 0;
            var enemyAmountData = dungeonData.enemyAmount.FirstOrDefault(x => x.border > floor);

            if (enemyAmountData == null)
            {
                enemyAmountData = dungeonData.enemyAmount.Last();
            }
            amountMin = enemyAmountData.min;
            amountMax = enemyAmountData.max;

            //敵の種類パターン
            var enemiesData = dungeonData.enemies.FirstOrDefault(x => x.border > floor);

            if (enemiesData == null)
            {
                enemiesData = dungeonData.enemies.Last();
            }

            WeightChoice <string> choice = new WeightChoice <string>();

            enemiesData.monsters.ForEach(enemy =>
            {
                choice.Add(1, enemy);
            });

            var           amount  = Random.Range(amountMin, amountMax);
            List <string> enemies = new List <string>();

            for (var x = 0; x < amount; x++)
            {
                enemies.Add(choice.ChoiceOne());
            }

            return(new EnemiesStruct()
            {
                Enemies = enemies,
                AddLevel = enemiesData.addLevel
            });
        }