public void ElementReflectEventSet(ElementTypeState elementTypeState)
    {
        AllEventManager eventManager = AllEventManager.GetInstance();

        //タイプの反映
        eventManager.EventSpriteRendererSet(elementInfoEventSprite_, null, elementTypeState.GetColor());
        eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.ChangeColor);
        eventManager.AllUpdateEventExecute();

        //もしタイプがNoneだったら
        if (elementTypeState.state_ == ElementType.None)
        {
            //透明にする
            eventManager.EventTextSet(elementInfoEventText_, "", new Color32(0, 0, 0, 0));
            eventManager.EventTextsUpdateExecuteSet(EventTextEventManagerExecute.ChangeColor);
            eventManager.AllUpdateEventExecute();
        }
        else
        {
            //表示する
            eventManager.EventTextSet(elementInfoEventText_, "", new Color32(241, 241, 241, 255));
            eventManager.EventTextsUpdateExecuteSet(EventTextEventManagerExecute.ChangeColor);
            eventManager.AllUpdateEventExecute();
        }

        //名前の反映
        eventManager.EventTextSet(elementInfoEventText_, elementTypeState.GetName());
        eventManager.EventTextsUpdateExecuteSet(EventTextEventManagerExecute.CharaUpdate);
        eventManager.AllUpdateEventExecute();
    }
    public MonsterTribesData(string monsterTribesName)
    {
        ResourcesGraphicsLoader graphicsLoader = ResourcesGraphicsLoader.GetInstance();

        ResourcesMonsterTribesData data = ResourcesMonsterTribesDatasLoader.GetInstance().GetMonsterDatas(monsterTribesName);

        monsterNumber_ = data.monsterNumber_;
        monsterName_   = data.monsterName_;

        tribesHitPoint_ = data.tribesHitPoint_;
        tribesAttack_   = data.tribesAttack_;
        tribesDefense_  = data.tribesDefense_;
        tribesSpeed_    = data.tribesSpeed_;

        tribesDreamAttack_  = data.tribesDreamAttack_;
        tribesDreamDefense_ = data.tribesDreamDefense_;
        tribesDreamSpeed_   = data.tribesDreamSpeed_;

        firstElement_  = new ElementTypeState((ElementType)data.firstElement_);
        secondElement_ = new ElementTypeState((ElementType)data.secondElement_);

        frontTex_      = graphicsLoader.GetGraphics("Monster/" + data.texName_ + "/" + data.texName_ + "_Front");
        backTex_       = graphicsLoader.GetGraphics("Monster/" + data.texName_ + "/" + data.texName_ + "_Back");
        SDTex_         = graphicsLoader.GetGraphics("Monster/" + data.texName_ + "/" + data.texName_ + "_SD");
        frontDreamTex_ = graphicsLoader.GetGraphics("Monster/" + data.texName_ + "/" + data.texName_ + "_FrontDream");
        backDreamTex_  = graphicsLoader.GetGraphics("Monster/" + data.texName_ + "/" + data.texName_ + "_BackDream");
    }
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    //Water
    static private bool SkillTradeCheckWater(ElementTypeState mine, ElementType elementType)
    {
        if (elementType == ElementType.Water)
        {
            return(true);
        }

        return(false);
    }
Esempio n. 4
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    //Tree
    static private bool SkillTradeCheckTree(ElementTypeState mine, ElementType elementType)
    {
        if (elementType == ElementType.Tree)
        {
            return(true);
        }
        if (elementType == ElementType.Fire)
        {
            return(true);
        }

        return(false);
    }
    /// <summary>
    /// 3:効果抜群 2:効果普通 1:効果今一つ 0:効果無し
    /// </summary>
    public int ElementSimillarCheckerForValue(ElementTypeState checkElementType)
    {
        float checkResult = ElementSimillarChecker(checkElementType);

        if (checkResult > 1.0f)
        {
            return(3);
        }
        else if (checkResult < 1.0f &&
                 checkResult > 0)
        {
            return(1);
        }
        else if (checkResult < 0.1f)
        {
            return(0);
        }

        return(2);
    }
    public void ElementReflect(ElementTypeState elementTypeState)
    {
        //タイプの反映
        elementInfoEventSprite_.GetSpriteRenderer().color = elementTypeState.GetColor();

        //もしタイプがNoneだったら
        if (elementTypeState.state_ == ElementType.None)
        {
            //透明にする
            elementInfoEventText_.GetText().color = new Color32(0, 0, 0, 0);
        }
        else
        {
            //表示する
            elementInfoEventText_.GetText().color = new Color32(241, 241, 241, 255);
        }

        //名前の反映
        elementInfoEventText_.GetText().text = elementTypeState.GetName();
    }
Esempio n. 7
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 //None
 static private bool SkillTradeCheckNone(ElementTypeState mine, ElementType elementType)
 {
     return(false);
 }
 public float ElementSimillarChecker(ElementTypeState checkElementType)
 {
     return(elementSimillar_[(int)tribesData_.firstElement_.state_, (int)checkElementType.state_] * elementSimillar_[(int)tribesData_.secondElement_.state_, (int)checkElementType.state_]);
 }
Esempio n. 9
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    public SkillData(string skillDataName)
    {
        //初期化
        addSelfParameterRanks_  = new List <AddParameterRankState>();
        addOtherParameterRanks_ = new List <AddParameterRankState>();

        addSelfAbnormalStates_  = new List <AddAbnormalTypeState>();
        addOtherAbnormalStates_ = new List <AddAbnormalTypeState>();

        effectValueType_ = new EffectValueTypeProvider();

        ResourcesSkillData data = ResourcesSkillDatasLoader.GetInstance().GetSkillDatas(skillDataName);

        skillNumber_ = data.skillNumber_;

        skillName_ = data.skillName_;

        effectValue_ = data.effectValue_;

        optionEffectTriggerRateValue_ = data.optionEffectTriggerRateValue_;
        successRateValue_             = data.successRateValue_;
        upDpValue_ = data.upDpValue_;

        playPoint_    = data.playPoint_;
        nowPlayPoint_ = playPoint_;

        elementType_            = new ElementTypeState((ElementType)data.elementType_);
        effectValueType_.state_ = (EffectValueTypeState)data.effectValueType_;

        triggerPriority_       = data.triggerPriority_;
        criticalParameterRank_ = data.criticalParameterRank_;

        if (data.effectName_ == "NoneEffect")
        {
            effectAnimeSprites_.Add(ResourcesGraphicsLoader.GetInstance().GetGraphics("SkillEffect/" + data.effectName_));
        }
        else
        {
            Sprite[] sprite = ResourcesGraphicsLoader.GetInstance().GetGraphicsAll("SkillEffect/" + data.effectName_);
            for (int i = 0; i < sprite.Length; ++i)
            {
                effectAnimeSprites_.Add(sprite[i]);
            }
            effectSound_ = ResourcesSoundsLoader.GetInstance().GetSounds("SE/SkillEffect/" + data.effectName_);
        }

        for (int i = 0; i < data.addSelfParameterRanks_.Length; ++i)
        {
            addSelfParameterRanks_.Add(
                new AddParameterRankState((AddParameterRank)data.addSelfParameterRanks_[i].addParameterRank_
                                          , data.addSelfParameterRanks_[i].value_
                                          ));
        }
        for (int i = 0; i < data.addOtherParameterRanks_.Length; ++i)
        {
            addOtherParameterRanks_.Add(
                new AddParameterRankState((AddParameterRank)data.addOtherParameterRanks_[i].addParameterRank_
                                          , data.addOtherParameterRanks_[i].value_
                                          ));
        }

        for (int i = 0; i < data.addSelfAbnormals_.Length; ++i)
        {
            addSelfAbnormalStates_.Add(new AddAbnormalTypeState((AddAbnormalType)data.addSelfAbnormals_[i].addAbnormal_));
        }
        for (int i = 0; i < data.addOtherAbnormals_.Length; ++i)
        {
            addOtherAbnormalStates_.Add(new AddAbnormalTypeState((AddAbnormalType)data.addOtherAbnormals_[i].addAbnormal_));
        }

        effectInfo_ = data.effectInfo_;
    }