private bool DeathBlowMagicalRecipe(ManageDungeon dun)
    {
        if (PowerValue <= 1)
        {
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.DeathBlowNotPower);
            return(false);
        }

        //メッセージの追加
        AttackInfo.AddMessage(string.Format(CommonConst.Message.DeathBlowMagicalRecipe, this.DisplayNameInMessage));
        AttackInfo.AddMessage(string.Format(CommonConst.Message.DeathBlowMagicalRecipe2, this.DisplayNameInMessage));

        EffectFlareCore ef = EffectFlareCore.CreateObject(this, EffectFlareCore.FLareCoreType.Blue);

        AttackInfo.AddEffect(ef);

        //声を鳴らす
        this.AttackInfo.AddVoice(VoiceInformation.VoiceType.Deathblow);

        ManageAtelier.IsSuccess = true;

        //Power減らす
        ReducePower(1);

        return(true);
    }
Esempio n. 2
0
    /// <summary>
    /// 食べる
    /// </summary>
    public override bool Eat(ManageDungeon dun, BaseCharacter player)
    {
        DisplayInformation.Info.AddMessage(
            string.Format(CommonConst.Message.EatItem, this.DisplayNameInMessage));

        switch (FType)
        {
        case FoodType.Common:
            this.CommonUseItem(player);
            break;

        case FoodType.Fly:
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.BadFood, player.DisplayNameInMessage));
            this.CommonUseItem(player);
            break;

        case FoodType.Curry:

            this.CommonUseItem(player);

            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.RecoverPower));

            player.RecoverPower(99);
            break;

        case FoodType.Handmaid:
            this.CommonUseItemCustom(dun, player, player);
            break;
        }
        return(true);
    }
Esempio n. 3
0
    public void TrapBreaker(ManageDungeon dun, BaseCharacter target)
    {
        //サウンドを鳴らす
        SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

        //自オブジェクトとの距離を取得
        int dist = CurrentPoint.DistanceAbs(target.CurrentPoint);

        MapPoint vector     = CommonFunction.CharacterDirectionVector[target.Direction];
        MapPoint checkpoint = target.CurrentPoint;

        dun.SetUpTrapMap();
        //対象位置までのトラップをすべて破壊
        for (int i = 0; i <= dist; i++)
        {
            BaseTrap tr = dun.TrapMap.Get(checkpoint);
            if (CommonFunction.IsNull(tr) == false)
            {
                EffectSmoke.CreateObject(tr, false).Play();
                dun.RemoveTrap(tr);
                ManageDungeon.KillObjectNow(tr);

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapBreak, tr.DisplayNameInMessage,
                                  CommonFunction.StateNames[StateAbnormal.Slow]));
            }
            //1マス先を取得
            checkpoint = checkpoint.Add(vector);
        }
    }
Esempio n. 4
0
    /// <summary>
    /// オプションによる防御力返還
    /// </summary>
    /// <param name="weapon"></param>
    /// <returns></returns>
    public float DefenceValue(ManageDungeon dun, BaseCharacter attacker, BaseCharacter target, float itemdef)
    {
        float def = 0;

        switch (OType)
        {
        //防御+
        case OptionType.Defence:
            def = Plus * CommonFloat;
            break;

        //種族特防
        case OptionType.DefenceRace:
            if ((target.Race & RaceTarget) != 0)
            {
                def = itemdef * Plus * CommonFloat;
            }
            break;

        //鉄壁
        case OptionType.IronWall:
            dun.SetUpCharacterMap();
            //dun.GetNearCharacters(target.CurrentPoint, 1);
            if (dun.GetNearCharacters(attacker.CurrentPoint, 1).Count > 2)
            {
                def = itemdef * Plus * CommonFloat;
            }
            break;
        }
        return(def);
    }
Esempio n. 5
0
    /// <summary>
    /// 投げる効果(誰かに当たった時)
    /// </summary>
    public virtual bool ThrowAction(ManageDungeon dun, PlayerCharacter player, BaseCharacter target)
    {
        if (CommonFunction.IsRandom(ThrowDexterity) == true)
        {
            //あたりメッセージ
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.HitThrowAfter, target.DisplayNameInMessage));

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

            int         damage  = Mathf.CeilToInt((ItemAttack + ItemDefence + StrengthValue) * 2);
            AttackState atState = target.AddDamage(damage);

            //ダメージエフェクト
            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText(damage.ToString(), AttackState.Hit);
            d.Play();

            //ヒットメッセージ
            DisplayInformation.Info.AddMessage(
                target.GetMessageAttackHit(damage));

            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                DisplayInformation.Info.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));

                if (target.Type == ObjectType.Player)
                {
                    ScoreInformation.Info.CauseDeath =
                        string.Format(CommonConst.DeathMessage.Throw, DisplayNameNormal);
                    ScoreInformation.Info.CauseDeathType = DeathCouseType.Throw;
                }

                player.Death(target, player.AttackInfo);
                target.DeathAction(dun);
            }

            IsThrowBreak = true;

            return(true);
        }
        else
        {
            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Put);

            DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.AttackMissPlayer, target.DisplayNameInMessage));
            DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.DropItem, this.DisplayNameInMessage));
            return(false);
        }
    }
Esempio n. 6
0
    /// <summary>
    /// 投げる効果(誰にも当たらなかったとき)
    /// </summary>
    public override bool ThrowDrop(ManageDungeon dun, PlayerCharacter player)
    {
        switch (BType)
        {
        case BallType.Trap:
            TrapBreaker(dun, player);
            break;
        }
        Options = null;

        return(true);
    }
Esempio n. 7
0
    public override bool ThrowAction(ManageDungeon dun, PlayerCharacter player, BaseCharacter target)
    {
        if (CommonFunction.IsRandom(ThrowDexterity) == false)
        {
            DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.AttackMissPlayer, target.DisplayNameInMessage));
            Options = null;
            return(true);
        }

        //あたりメッセージ
        DisplayInformation.Info.AddMessage(
            string.Format(CommonConst.Message.HitThrowAfter, target.DisplayNameInMessage));

        return(ThrowActionEffect(dun, player, target));
    }
Esempio n. 8
0
    /// <summary>
    /// オプションによる攻撃力返還
    /// </summary>
    /// <param name="weapon"></param>
    /// <returns></returns>
    public float AttackValue(ManageDungeon dun, BaseCharacter attacker, BaseCharacter target, float itematk)
    {
        float atk = 0;

        switch (OType)
        {
        //攻撃+
        case OptionType.Attack:
            atk = Plus * CommonFloat;
            break;

        //種族特攻
        case OptionType.AttackRace:
            if ((target.Race & RaceTarget) == 0)
            {
                atk = itematk * Plus * CommonFloat;
            }
            break;

        //逆境
        case OptionType.Adversity:
            if ((attacker.CurrentHp / attacker.MaxHp) < 0.2f)
            {
                atk = itematk * Plus * CommonFloat;
            }
            break;

        //打開
        case OptionType.Breakthrough:
            dun.SetUpCharacterMap();
            if (dun.GetNearCharacters(attacker.CurrentPoint, 1).Count > 2)
            {
                atk = itematk * Plus * CommonFloat;
            }
            break;

        //鉄塊
        case OptionType.Liquid:
            if (CommonFunction.IsRandom(CommonFloat) == true)
            {
                atk = target.Defense / 4;
            }
            break;
        }
        return(atk);
    }
    public void SetVisibleLight(RoomInformation visible, ManageDungeon dun, PlayerCharacter player)
    {
        //非活性なら動かさない
        if (IsActive == false)
        {
            return;
        }
        //float rate = 1 / Time.smoothDeltaTime;

        //MoveNum = Mathf.CeilToInt(15 * (60 * Time.smoothDeltaTime));
        //Debug.Log(MoveNum);
        //if(MoveNum > 30)
        //{
        //    MoveNum = 30;
        //}

        //左の10ユニット分空いた点を取得
        LTV    = new Vector3(visible.Left - 10, 3.05f, player.CurrentPoint.Y);
        lspeed = (left.transform.localPosition - LTV).magnitude / MoveNum;

        //右
        RTV    = new Vector3(visible.Right + 10, 3.05f, player.CurrentPoint.Y);
        rspeed = (right.transform.localPosition - RTV).magnitude / MoveNum;
        float dist = visible.Right - visible.Left + 1;
        float posx = (visible.Right + visible.Left) / 2;

        if (dist % 2 == 0)
        {
            posx += 0.5f;
        }

        //上
        TTV          = new Vector3(posx, 3.05f, visible.Bottom + 10);
        tspeed       = (top.transform.localPosition - TTV).magnitude / MoveNum;
        tsspeed      = new Vector3((dist - top.transform.localScale.x) / MoveNum, 0, 0);
        tTargetScale = new Vector3(dist, top.transform.localScale.y, top.transform.localScale.z);

        //下
        BTV          = new Vector3(posx, 3.05f, visible.Top - 10);
        bspeed       = (bottom.transform.localPosition - BTV).magnitude / MoveNum;
        bsspeed      = new Vector3((dist - bottom.transform.localScale.x) / MoveNum, 0, 0);
        bTargetScale = new Vector3(dist, bottom.transform.localScale.y, bottom.transform.localScale.z);

        MoveNow = 0;
    }
Esempio n. 10
0
 /// <summary>
 /// 投げる効果(誰にも当たらなかったとき)
 /// </summary>
 public virtual bool ThrowDrop(ManageDungeon dun, PlayerCharacter player)
 {
     if (IsThrowVanish == true)
     {
         DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.VanishItem, this.DisplayNameInMessage));
         return(true);
     }
     else if (dun.Dungeon.DungeonMap.Get(this.CurrentPoint).State == LoadStatus.Water)
     {
         DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.WaterInItem, this.DisplayNameInMessage));
         return(true);
     }
     else
     {
         DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.DropItem, this.DisplayNameInMessage));
         return(false);
     }
 }
    /// <summary>
    /// 必殺技の発動
    /// </summary>
    public override bool DeathBlow(ManageDungeon dun)
    {
        switch (PlayerInformation.Info.PType)
        {
        case PlayerType.UnityChan:

            //現在位置に強制移動(モーションによるフレームずれを補正)
            ResetObjectPosition();

            //ターンカウントを更新
            RestActionTurn--;

            //必殺技実行
            if (DeathBlowMagicalRecipe(dun) == true)
            {
                ActType = ActionType.DeathBlow;

                return(true);
            }
            break;

        case PlayerType.OricharChan:

            //現在位置に強制移動(モーションによるフレームずれを補正)
            ResetObjectPosition();

            //ターンカウントを更新
            RestActionTurn--;

            //必殺技実行
            if (DeathBlowKugeltanz(dun) == true)
            {
                ActType = ActionType.DeathBlow;

                _isEndAnima = false;
                return(true);
            }

            break;
        }

        return(false);
    }
Esempio n. 12
0
    /// <summary>
    /// ダメージ効果の変換
    /// </summary>
    /// <param name="dun"></param>
    /// <param name="attacker"></param>
    /// <param name="target"></param>
    /// <param name="damage"></param>
    /// <returns></returns>
    public int DamageAttack(ManageDungeon dun, BaseCharacter attacker, BaseCharacter target, int damage)
    {
        int dmg = damage;

        switch (OType)
        {
        //致命
        case OptionType.Fatal:
            if (target.CurrentHp > damage)
            {
                if (CommonFunction.IsRandom(CommonFloat * Plus) == true)
                {
                    dmg = (int)target.CurrentHp - 1;
                }
            }
            break;
        }
        return(dmg);
    }
Esempio n. 13
0
    public BaseTrap[] TurnAction(ManageDungeon dun)
    {
        //効果発動
        switch (TType)
        {
        case TrapType.Ember:

            int wf = 0;
            if (CommonFunction.IsNull(Options) == false)
            {
                foreach (BaseOption o in Options)
                {
                    if (o.OType == OptionType.Wildfire)
                    {
                        wf = o.Plus;
                        o.Plus--;
                    }
                }
            }

            //燃え広がる
            if (wf > 0)
            {
                //周囲からトラップのない位置を取得
                MapPoint point = dun.GetEmptyTrapPoint(CurrentPoint);
                //場所が取得できたら燃え広がる
                if (CommonFunction.IsNull(point) == false)
                {
                    BaseTrap trap = TableTrap.GetTrap(CommonConst.ObjNo.Ember);
                    trap.IsVisible = true;
                    trap.SetThisDisplayTrap(CurrentPoint.X, CurrentPoint.Y);
                    trap.Options = CommonFunction.CloneOptions(this.Options);

                    return(new BaseTrap[] { trap });
                }
            }
            break;
        }

        return(null);
    }
Esempio n. 14
0
    public int CalcDamage(ManageDungeon dun, BaseCharacter attacker, BaseCharacter target, int power, BaseOption[] atoptions, BaseOption[] tgoptions, float magnification)
    {
        int damage = 0;

        //オプションの攻撃力を取得
        float optAtk = 0;

        foreach (BaseOption op in atoptions)
        {
            optAtk += op.AttackValue(dun, attacker, target, ItemAttack);
        }
        //オプションの防御力を取得
        float optdef = 0;

        foreach (BaseOption op in tgoptions)
        {
            optdef += op.DefenceValue(dun, attacker, target, target.Defense);
        }

        //クリティカルの命中判定
        if (CommonFunction.IsRandom(WeaponDexterityCritical) == true)
        {
            damage = CommonFunction.CalcDamage(attacker.BaseAttack, (ItemAttack + optAtk) * magnification, power, target.Defense + optdef, WeaponCritical);
        }
        else
        {
            damage = CommonFunction.CalcDamage(attacker.BaseAttack, (ItemAttack + optAtk) * magnification, power, target.Defense + optdef);
        }

        //オプションの攻撃を取得
        foreach (BaseOption op in atoptions)
        {
            damage = op.DamageAttack(dun, attacker, target, damage);
        }
        //オプションの防御を取得
        foreach (BaseOption op in tgoptions)
        {
            damage = op.DamageDefence(attacker, target, damage);
        }
        return(damage);
    }
Esempio n. 15
0
    /// <summary>
    /// 投げる効果(誰かに当たった時)
    /// </summary>
    public override bool ThrowAction(ManageDungeon dun, PlayerCharacter player, BaseCharacter target)
    {
        if (CommonFunction.IsRandom(ThrowDexterity) == true)
        {
            //あたりメッセージ
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.HitThrowAfter, target.DisplayNameInMessage));

            Eat(dun, target);
            return(true);
        }
        else
        {
            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Put);

            DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.AttackMissPlayer, target.DisplayNameInMessage));
            DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.DropItem, this.DisplayNameInMessage));
            return(false);
        }
    }
    private bool DeathBlowKugeltanz(ManageDungeon dun)
    {
        if (PowerValue <= 2)
        {
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.DeathBlowNotPower);
            return(false);
        }

        //声を鳴らす
        this.AttackInfo.AddVoice(VoiceInformation.VoiceType.Deathblow);

        StellaDeathBlow b = this.ThisTransform.Find("Body").GetComponent <StellaDeathBlow>();

        b.Character = this;
        DeathBlowKugeltanzBase(dun);

        //Power減らす
        ReducePower(2);

        return(true);
    }
    /// <summary>
    /// ターン終了の初期化
    /// </summary>
    public override void FinishTurn(ManageDungeon dun)
    {
        base.FinishTurn(dun);

        //指輪の壊れ判定
        RingBase ring = EquipRing;

        if (ring.CheckBreak() == true)
        {
            ring.ForceRemoveEquip(this);
            RemoveItem(ring);
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.BreakItem, ring.DisplayNameInMessage));

            SoundInformation.Sound.Play(SoundInformation.SoundType.Break);
        }
        ring.TurnFInish(this, dun);

        //スコア値の更新
        if (typeof(RingFreeHand) != ring.GetType())
        {
            ring.TotalRing++;
            if (ring.TotalRing > ScoreInformation.Info.MostUseRingDamage)
            {
                ScoreInformation.Info.MostUseRingDamage = ring.TotalRing;
                ScoreInformation.Info.MostUseRingName   = ring.DisplayNameNormal;
            }
        }

        //満腹度処理
        if (SatietyValue <= 0)
        {
            //0を下回ったらHpが減少
            CurrentHp--;

            if (CurrentHp <= 0)
            {
                DisplayInformation.Info.AddMessage(GetMessageDeath());
                ScoreInformation.Info.CauseDeath =
                    string.Format(CommonConst.DeathMessage.Hunger, DisplayNameNormal);

                ScoreInformation.Info.CauseDeathType = DeathCouseType.Hunger;

                Death(this, this.AttackInfo);
                DeathAction(dun);
            }
            //未危険告知の状態で下回ったらメッセージを表示
            if (IsSatietyDanger == false)
            {
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);
                DisplayInformation.Info.AddMessage(CommonConst.Message.HungryDanger);
                IsSatietyDanger = true;
            }
        }
        else
        {
            //Hpの回復
            if (CurrentHp < MaxHp)
            {
                CurrentHp += TrunRecoverHp;
                if (CurrentHp > MaxHp)
                {
                    CurrentHp = MaxHp;
                }
            }

            //満腹度の減少
            SatietyValue -= SatietyReduce;

            //未警告の状態で警告値を下回ったらメッセージを表示
            if (IsSatietyCaution == false &&
                SatietyValue < CommonConst.Status.SatietyCautionTiming)
            {
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);
                DisplayInformation.Info.AddMessage(CommonConst.Message.HungryCaution);
                IsSatietyCaution = true;
            }
        }
    }
Esempio n. 18
0
    /// <summary>
    /// 投げる効果(誰かに当たった時)
    /// </summary>
    private bool ThrowActionEffect(ManageDungeon dun, PlayerCharacter player, BaseCharacter target)
    {
        switch (BType)
        {
        case BallType.Fire:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb);

            int damage = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2);

            AttackState atState = target.AddDamage(damage);
            //ボールエフェクト
            EffectFireBallLanding.CreateObject(target).Play();

            //ダメージエフェクト
            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText(damage.ToString(), AttackState.Hit);
            d.Play();

            //ヒットメッセージ
            DisplayInformation.Info.AddMessage(
                target.GetMessageAttackHit(damage));

            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                if (target.Type == ObjectType.Player)
                {
                    ScoreInformation.Info.CauseDeath =
                        string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                    ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;
                }

                DisplayInformation.Info.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));

                player.Death(target, player.AttackInfo);
                target.DeathAction(dun);
            }
            break;

        case BallType.Gyro:

            SoundInformation.Sound.Play(SoundInformation.SoundType.BucketFall);

            //ターゲットが吹き飛ぶ先のポイントを取得
            bool     isWall;
            MapPoint point = dun.GetBlow(target.CurrentPoint, Direction, out isWall);

            //対象のポイントが取得できなければ
            if (CommonFunction.IsNull(point) == true)
            {
            }
            //対象ポイントが取得できればそこに移動
            else
            {
                if (typeof(BaseEnemyCharacter) == target.GetType())
                {
                    ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer;
                }
                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.BlowCharacter, target.DisplayNameInMessage));
                target.BlowDirection = Direction;
                target.BlowPoint     = point;
                target.MoveSpeed     = CommonConst.SystemValue.MoveSpeedDash;
                dun.MoveCharacter(point, target);

                //対象に衝突ダメージ
                if (isWall == true)
                {
                    target.BlowAfterDamage = GyroFixDamage;
                }

                //吹っ飛び先に誰かがいた場合
                MapPoint      vector = CommonFunction.CharacterDirectionVector[Direction];
                MapPoint      next   = MapPoint.Get(point.X + vector.X, point.Y + vector.Y);
                BaseCharacter second = dun.CharacterMap.Get(point.X, point.Y);
                if (CommonFunction.IsNull(second) == false)
                {
                    second.BlowAfterDamage = GyroFixDamage;
                    second.BlowPoint       = second.CurrentPoint;
                }
            }

            break;

        case BallType.Change:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            if (typeof(BaseEnemyCharacter) == target.GetType())
            {
                ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer;
            }
            //ターゲットとプレイヤーの場所を交換

            EffectSmoke.CreateObject(target).Play();
            EffectSmoke.CreateObject(player).Play();
            MapPoint tarp = target.CurrentPoint;
            target.SetPosition(player.CurrentPoint.X, player.CurrentPoint.Y);
            player.SetPosition(tarp.X, tarp.Y);
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.ChangePoint, target.DisplayNameInMessage));
            break;

        case BallType.Pickoff:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象に混乱を付与
            int result = target.AddStateAbnormal((int)StateAbnormal.Confusion);
            //対象が混乱になったらメッセージを表示
            if (result != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, target));
            }
            break;

        case BallType.Bean:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象に麻痺を付与
            int bresult = target.AddStateAbnormal((int)StateAbnormal.Palalysis);
            //対象が麻痺になったらメッセージを表示
            if (bresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Palalysis, target));
            }
            break;

        case BallType.Decoy:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象にデコイを付与
            int dresult = target.AddStateAbnormal((int)StateAbnormal.Decoy);
            //対象がデコイになったらメッセージを表示
            if (dresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Decoy, target));
            }
            break;

        case BallType.Slow:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象にスローを付与
            int sresult = target.AddStateAbnormal((int)StateAbnormal.Slow);
            //対象がスローになったらメッセージを表示
            if (sresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Slow, target));
            }
            break;

        //ナックル
        case BallType.Knuckle:

            List <BallType> blist = new List <BallType>();
            foreach (BallType val in Enum.GetValues(typeof(BallType)))
            {
                blist.Add(val);
            }
            blist.Remove(BallType.Knuckle);
            blist.Remove(BallType.Handmaid);

            //ナックル以外の効果をランダムで取得
            BallType temp = blist[UnityEngine.Random.Range(0, blist.Count)];

            BallBase b = new BallBase();
            b.CurrentPoint = CurrentPoint;
            b.Direction    = Direction;
            b.BType        = temp;
            //効果を発動
            b.ThrowActionEffect(dun, player, target);
            break;

        case BallType.Trap:

            TrapBreaker(dun, player);
            break;

        case BallType.Handmaid:

            //ヒットエフェクト
            EffectFireBallLanding.CreateObject(target).Play();

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

            //範囲拡大がついているとき
            int   plus;
            float cf;
            int   dist = 0;
            if (CommonFunction.HasOptionType(this.Options, OptionType.Wildfire, out plus, out cf) == true)
            {
                dist = plus;
            }

            dun.SetUpCharacterMap();
            List <BaseCharacter> targets = dun.GetNearCharacters(target.CurrentPoint, dist, true);

            foreach (BaseCharacter t in targets)
            {
                //int damage2 = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2);
                int damage2 = Mathf.FloorToInt((15 + player.BaseAttack) / (target.CurrentPoint.DistanceAbs(t.CurrentPoint) + 1));

                //効果増幅があったら
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectUp, out plus, out cf) == true)
                {
                    damage2 = damage2 + plus * (int)cf;
                }
                //効果縮小があったら
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectDown, out plus, out cf) == true)
                {
                    damage2 = damage2 - plus * (int)cf;
                }

                //ダメージ増減30%
                float rand = 0.3f;
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectStabile, out plus, out cf) == true)
                {
                    rand -= cf * plus;
                }
                else if (CommonFunction.HasOptionType(this.Options, OptionType.EffectNotStabile, out plus, out cf) == true)
                {
                    rand += cf * plus;
                }

                damage2 += Mathf.CeilToInt(UnityEngine.Random.Range(-rand * damage2, rand * damage2));

                //通常ダメージの場合
                if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == false)
                {
                    AttackState atState2 = t.AddDamage(damage2);

                    //ダメージエフェクト
                    EffectDamage d2 = EffectDamage.CreateObject(t);
                    d2.SetText(damage2.ToString(), AttackState.Hit);
                    d2.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        t.GetMessageAttackHit(damage2));

                    //対象が死亡したら
                    if (atState2 == AttackState.Death)
                    {
                        DisplayInformation.Info.AddMessage(
                            t.GetMessageDeath(t.HaveExperience));

                        if (t.Type == ObjectType.Player)
                        {
                            ScoreInformation.Info.CauseDeath =
                                string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                            ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;

                            t.Death();
                        }
                        else
                        {
                            if (IsExp == true)
                            {
                                player.Death(t, player.AttackInfo);
                            }
                            else
                            {
                                t.Death();
                            }
                        }
                        t.DeathAction(dun);
                    }
                }
                //基本効果反転
                else
                {
                    t.RecoverHp(damage2);

                    //ヒットエフェクト
                    EffetHitShockWave.CreateObject(t).Play();

                    //ダメージエフェクト
                    EffectDamage d2 = EffectDamage.CreateObject(t);
                    d2.SetText(damage2.ToString(), AttackState.Heal);
                    d2.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverHp, t.DisplayNameInMessage));
                }
            }

            //状態異常の付与
            EffectAbnormal(targets);

            //火柱があれば火柱を立てる
            if (CommonFunction.HasOptionType(this.Options, OptionType.CatchingFire) == true)
            {
                dun.SetUpTrapMap();
                if (CommonFunction.IsNull(dun.TrapMap.Get(CurrentPoint)) == true)
                {
                    BaseTrap trap = TableTrap.GetTrap(CommonConst.ObjNo.Ember);
                    trap.Options   = CommonFunction.CloneOptions(this.Options);
                    trap.IsVisible = true;
                    trap.SetThisDisplayTrap(CurrentPoint.X, CurrentPoint.Y);
                    dun.AddNewTrap(trap);

                    DisplayInformation.Info.AddMessage(
                        CommonConst.Message.TrapEmber);
                }
            }

            break;

        case BallType.Fumble:
            //対象のレベルが2以上ならレベルを下げる
            if (target.Level > 1)
            {
                if (target.Type == ObjectType.Enemy)
                {
                    BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);
                    enemy.Level--;
                    TableEnemy.SetLevel(enemy, enemy.Level,
                                        DisplayInformation.Info.Floor,
                                        DungeonInformation.Info.EnemyHpProb,
                                        DungeonInformation.Info.EnemyAtkProb,
                                        DungeonInformation.Info.EnemyExpProb,
                                        DungeonInformation.Info.StartProbHp,
                                        DungeonInformation.Info.StartProbAtk,
                                        DungeonInformation.Info.StartProbExp);

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.LevelDownPlayer, enemy.DisplayNameInMessage));

                    EffectBadSmoke.CreateObject(enemy).Play();
                }
            }

            break;

        case BallType.Winning:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);
                enemy.Level++;
                TableEnemy.SetLevel(enemy, enemy.Level,
                                    DisplayInformation.Info.Floor,
                                    DungeonInformation.Info.EnemyHpProb,
                                    DungeonInformation.Info.EnemyAtkProb,
                                    DungeonInformation.Info.EnemyExpProb,
                                    DungeonInformation.Info.StartProbHp,
                                    DungeonInformation.Info.StartProbAtk,
                                    DungeonInformation.Info.StartProbExp);

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.LevelUpPlayer, enemy.DisplayNameInMessage));

                EffectFlareCore.CreateObject(enemy).Play();
            }
            break;

        case BallType.Four:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);

                if (enemy.IsFourBallCount() == true)
                {
                    int dam = Mathf.CeilToInt(enemy.MaxHp);

                    AttackState atstate = target.AddDamage(dam);
                    //ボールエフェクト
                    EffetHitShockWave.CreateObject(enemy).Play();

                    //ダメージエフェクト
                    EffectDamage dt = EffectDamage.CreateObject(target);
                    dt.SetText(dam.ToString(), AttackState.Hit);
                    dt.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        target.GetMessageAttackHit(dam));

                    SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

                    //対象が死亡したら
                    if (atstate == AttackState.Death)
                    {
                        if (target.Type == ObjectType.Player)
                        {
                            ScoreInformation.Info.CauseDeath =
                                string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                            ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;
                        }
                        DisplayInformation.Info.AddMessage(
                            target.GetMessageDeath(target.HaveExperience));

                        player.Death(target, player.AttackInfo);
                        target.DeathAction(dun);
                    }
                }
                else
                {
                    SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);
                    //ボールエフェクト
                    EffetHitShockWave.CreateObject(enemy).Play();
                }
            }

            break;

        case BallType.Emery:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);

                if (enemy.IsBoss() == false)
                {
                    GameStateInformation.Info.EmeryTarget = target.ObjNo;

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.EmeryCharacter, target.DisplayNameInMessage));

                    List <BaseCharacter> emeryies = dun.Characters.FindAll(i => i.ObjNo == target.ObjNo);

                    SoundInformation.Sound.Play(SoundInformation.SoundType.Summon);

                    foreach (BaseCharacter c in emeryies)
                    {
                        EffectSmoke.CreateObject(c, false).Play();

                        dun.RemoveCharacter(c);
                        ManageDungeon.KillObjectNow(c);
                    }
                }
            }
            break;
        }
        Options = null;

        return(true);
    }
Esempio n. 19
0
    public virtual AttackState Attack(ManageDungeon dun, BaseCharacter target, BaseCharacter attacker, int power, AttackInformation atinf)
    {
        int damage = 0;

        atinf.AddTarget(target);

        //声を鳴らす
        atinf.AddVoice(attacker.VoiceAttack());

        //攻撃の命中判定
        if (CommonFunction.IsRandom(WeaponDexterity) == true)
        {
            //行動タイプを設定
            atinf.SetBehType(BehaviorType.Attack);

            //命中したら
            atinf.AddHit(target, true);

            //声を鳴らす
            atinf.AddVoice(target.VoiceDefence());

            //サウンドを鳴らす
            atinf.AddSound(GetAttackHitSound());

            BaseOption[] atoptions = attacker.Options;
            BaseOption[] tgoptions = target.Options;

            //与ダメージを計算
            damage = CalcDamage(dun, attacker, target, power, atoptions, tgoptions, 1);

            //スコア関連値の更新
            if (target.Type == ObjectType.Enemy)
            {
                TotalDamage += damage;
                if (ScoreInformation.Info.MostUseWeaponDamage < TotalDamage)
                {
                    ScoreInformation.Info.MostUseWeaponDamage = TotalDamage;
                    ScoreInformation.Info.MostUseWeaponName   = DisplayNameNormal;
                }

                ScoreInformation.Info.AddScore(damage);
            }

            //atinf.AddDamage(target.Name, damage);

            ////ヒットメッセージ
            //atinf.AddMessage(
            //    target.GetMessageAttackHit(this.DisplayNameInMessage, damage));

            ////ダメージ判定
            //AttackState atState = target.AddDamage(damage);
            //ダメージ追加
            AttackState atState = CommonFunction.AddDamage(atinf, attacker, target, damage);

            //ガラスアイテム判定
            WeaponBase atw = attacker.EquipWeapon;
            foreach (BaseOption op in atw.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, atw.DisplayNameInMessage));

                    atw.ForceRemoveEquip(attacker);
                    PlayerCharacter.RemoveItem(atw);
                }
            }
            ShieldBase tgs = target.EquipShield;
            foreach (BaseOption op in tgs.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, tgs.DisplayNameInMessage));

                    tgs.ForceRemoveEquip(target);
                    PlayerCharacter.RemoveItem(tgs);
                }
            }


            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                atinf.AddKillList(target);

                atinf.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));
            }
            else
            {
                //atinf.IsDeath.Add(target.Name, false);

                addabnormal.Clear();
                prevents.Clear();
                foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                {
                    prevents.Add(val, 0);
                    addabnormal.Add(val, AddAbnormalProb[val]);
                }

                int opab = 0;
                //オプションの付加値設定
                foreach (BaseOption o in atoptions)
                {
                    int ab = o.SetAbnormalAttack(addabnormal);
                    opab = opab | ab;
                }

                int tarabn = AddAbnormal | opab;

                if (tarabn != 0)
                {
                    //オプションによる状態異常の取得
                    //foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    //{
                    //    addabnormal.Add(val, 0);
                    //}

                    //オプションの抵抗値設定
                    foreach (BaseOption o in tgoptions)
                    {
                        o.SetAbnormalPrevent(prevents);
                    }

                    int abn = 0;
                    //状態異常の付与
                    foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    {
                        int abnormal = (int)val & tarabn;

                        //対象の状態異常を処理
                        if (abnormal != 0)
                        {
                            //float prob = prevents[val] > AddAbnormalProb[val] ? prevents[val] : AddAbnormalProb[val];
                            //状態異常付与が成功したとき
                            if (CommonFunction.IsRandom(addabnormal[val]) == true)
                            {
                                //抵抗に成功したとき
                                if (CommonFunction.IsRandom(prevents[val]) == true)
                                {
                                }
                                else
                                {
                                    int addstate = target.AddStateAbnormal(abnormal);
                                    if (addstate != 0)
                                    {
                                        abn += abnormal;
                                        //atinf.AddAbnormal(target, abnormal);

                                        atinf.AddMessage(
                                            CommonFunction.GetAbnormalMessage(val, target));
                                    }
                                }
                            }
                        }
                    }
                    if (abn != 0)
                    {
                        atinf.AddEffect(EffectBadSmoke.CreateObject(target));
                        atinf.AddAbnormal(target, abn);
                    }
                }
            }

            //エフェクトをかける
            this.AttackEffect(target, attacker, damage.ToString(), AttackState.Hit, atinf);

            return(atState);
        }
        else
        {
            //外れた場合
            atinf.AddHit(target, false);

            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText("Miss", AttackState.Miss);
            atinf.AddEffect(d);

            atinf.AddSound(GetAttackMissSound());

            atinf.AddMessage(
                target.GetMessageAttackMiss());
            return(AttackState.Miss);
        }
    }
Esempio n. 20
0
    public bool Invocate(ManageDungeon dun)
    {
        if (IsInvocation == false)
        {
            return(false);
        }
        IsActive     = true;
        IsInvocation = false;
        int bresult;

        //オプションによるトラップ回避
        float t = 0;

        foreach (BaseOption o in Target.Options)
        {
            t += o.DexTrap();
        }

        if (CommonFunction.IsRandom(t) == true)
        {
            DisplayInformation.Info.AddMessage(CommonConst.Message.DexTrap);
            Target = null;
            return(false);
        }

        //スコア値の更新
        DungeonHistoryInformation.Info.iTrapInvokeCount++;

        //サウンドを鳴らす
        if (Target.Type == ObjectType.Player)
        {
            VoiceInformation.Voice.Play(PlayerInformation.Info.PType, VoiceInformation.Voice.PlayRandomDefence());
        }

        bool result = false;

        //効果発動
        switch (TType)
        {
        case TrapType.Bomb:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb);

            //エフェクトの発動
            EffectBigBang.CreateObject(this).Play();

            //ダメージ処理
            int         damage  = Mathf.CeilToInt(Target.CurrentHp / PerPlayerDamage);
            AttackState atState = Target.AddDamage(damage);

            //プレイヤーが死亡したら
            if (atState == AttackState.Death)
            {
                DisplayInformation.Info.AddMessage(
                    Target.GetMessageDeath(Target.HaveExperience));

                ScoreInformation.Info.CauseDeath =
                    string.Format(CommonConst.DeathMessage.Trap, DisplayNameNormal);
                ScoreInformation.Info.CauseDeathType = DeathCouseType.Trap;

                Target.Death();
                Target.DeathAction(dun);
            }


            //ダメージエフェクト
            EffectDamage d = EffectDamage.CreateObject(Target);
            d.SetText(damage.ToString(), AttackState.Hit);
            d.Play();

            //ヒットメッセージ
            DisplayInformation.Info.AddMessage(
                Target.GetMessageAttackHit(damage));

            //周辺キャラのダメージ処理
            dun.SetUpCharacterMap();
            List <BaseCharacter> list = dun.GetNearCharacters(this.CurrentPoint, 1);
            foreach (BaseCharacter c in list)
            {
                atState = c.AddDamage(CommonNumber);
                EffectDamage d2 = EffectDamage.CreateObject(c);
                d2.SetText(CommonNumber.ToString(), AttackState.Hit);
                d2.Play();

                //対象が死亡したら
                if (atState == AttackState.Death)
                {
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.DeathCommon, c.DisplayNameInMessage));

                    c.Death();
                    c.DeathAction(dun);
                }
            }
            result = true;
            break;

        case TrapType.ColorMonitor:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectColorMonitor.CreateObject(this).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.StiffShoulder);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.StiffShoulder, Target));
            }
            result = true;
            break;

        case TrapType.Cyclone:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Cyclone);

            //エフェクトの発動
            EffectCyclone.CreateObject(Target).Play();

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCyclone2, Target.DisplayNameInMessage));

            //効果

            result = true;
            break;

        case TrapType.Electric:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.ElectricTrap);

            //エフェクトの発動
            EffectThunder.CreateObject(Target).Play();

            BaseItem[] equips = PlayerCharacter.ItemList.FindAll(i => i.IsEquip == true).ToArray();

            if (equips.Length > 0)
            {
                foreach (BaseItem i in equips)
                {
                    i.ForceRemoveEquip(Target);
                }

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapEquipRemove, Target.DisplayNameInMessage));
            }

            result = true;
            break;

        case TrapType.Mud:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Slow);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Slow, Target));
            }
            result = true;
            break;

        case TrapType.Palalysis:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Palalysis);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Palalysis, Target));
            }
            result = true;
            break;

        case TrapType.Photo:
            if (Target.Type == ObjectType.Player)
            {
                //サウンドを鳴らす
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                //エフェクトの発動
                EffectBadSmoke.CreateObject(Target).Play();

                //メッセージの出力
                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapCroquette2, Target.DisplayNameInMessage));

                ((PlayerCharacter)Target).ReduceSatiety(CommonNumber);
                result = true;
            }
            break;

        case TrapType.Poison:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Poison);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Poison, Target));
            }

            result = true;
            break;

        case TrapType.DeadlyPoison:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.DeadlyPoison);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.DeadlyPoison, Target));
            }

            result = true;
            break;

        case TrapType.Rotation:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Rotation);

            //エフェクトの発動
            EffectRotation.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Confusion);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                EffectSmoke.CreateObject(Target);
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, Target));
            }


            result = true;
            break;

        case TrapType.SandStorm:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Cyclone);

            //エフェクトの発動
            EffectSandStorm.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Dark);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Dark, Target));
            }
            result = true;
            break;

        case TrapType.Song:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Sleep);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Sleep, Target));
            }
            result = true;
            break;

        case TrapType.Summon:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Summon);

            //エフェクトの発動
            EffectSummon.CreateObject(Target).Play();

            int cnt = CommonFunction.ConvergenceRandom(CountStart, ProbStart, ProbReduce);

            for (int i = 0; i < cnt; i++)
            {
                dun.SetUpCharacterMap();
                //敵の出現地点を取得
                MapPoint mp = dun.GetCharacterEmptyTarget(Target.CurrentPoint);
                if (CommonFunction.IsNull(mp) == true)
                {
                    break;
                }

                int  enemytype           = TableEnemyMap.GetValue(dun.DungeonObjNo, DisplayInformation.Info.Floor);
                uint rand                = CommonFunction.GetRandomUInt32();
                BaseEnemyCharacter enemy = TableEnemyIncidence.GetEnemy(enemytype, rand, DisplayInformation.Info.Floor);

                enemy.SetCharacterDisplayObject(mp.X, mp.Y);
                dun.AddNewCharacter(enemy);
            }
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSummon);

            result = true;
            break;

        case TrapType.TheFly:

            if (Target.Type == ObjectType.Player)
            {
                //サウンドを鳴らす
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                //エフェクトの発動
                EffectBadSmoke.CreateObject(Target).Play();

                BaseItem[] foods = PlayerCharacter.ItemList.FindAll(i => i.IType == ItemType.Food).ToArray();

                if (foods.Length > 0)
                {
                    foreach (BaseItem i in foods)
                    {
                        PlayerCharacter.RemoveItem(i);
                        ((PlayerCharacter)Target).AddItem(TableFood.GetItem(CommonConst.ObjNo.FlyCroquette), i.SortNo);
                    }

                    //メッセージの出力
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.TrapFly2));
                }

                result = true;
            }
            break;

        case TrapType.WaterBucket:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.BucketFall);

            //エフェクトの発動
            EffectWaterBucket.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Reticent);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Reticent, Target));
            }

            result = true;
            break;

        //花粉
        case TrapType.Pollen:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectSmoke d3 = EffectSmoke.CreateObject(Target);
            d3.SetColor(Color.yellow);
            d3.Play();

            //力減少
            Target.ReducePower((ushort)CommonNumber);

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapPllen2, Target.DisplayNameInMessage));

            result = true;
            break;

        case TrapType.Ember:

            //ダメージ処理
            int damage2 = CommonNumber;

            //通常ダメージの場合
            if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == false)
            {
                AttackState atState2 = Target.AddDamage(damage2);

                //ダメージエフェクト
                EffectDamage d4 = EffectDamage.CreateObject(Target);
                d4.SetText(damage2.ToString(), AttackState.Hit);
                d4.Play();

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapDamage, Target.DisplayNameInMessage, this.DisplayNameInMessage, damage2));

                //対象が死亡したら
                if (atState2 == AttackState.Death)
                {
                    DisplayInformation.Info.AddMessage(
                        Target.GetMessageDeath(Target.HaveExperience));

                    if (Target.Type == ObjectType.Player)
                    {
                        ScoreInformation.Info.CauseDeath =
                            string.Format(CommonConst.DeathMessage.Trap, DisplayNameNormal);
                        ScoreInformation.Info.CauseDeathType = DeathCouseType.Trap;
                    }
                    Target.Death();
                    Target.DeathAction(dun);
                }
            }
            //反転回復の場合
            else
            {
                Target.RecoverHp(damage2);

                //ダメージエフェクト
                EffectDamage d4 = EffectDamage.CreateObject(Target);
                d4.SetText(damage2.ToString(), AttackState.Heal);
                d4.Play();


                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapRecover, Target.DisplayNameInMessage, this.DisplayNameInMessage, damage2));
            }
            break;
        }
        Target = null;

        return(result);
    }
Esempio n. 21
0
    /// <summary>
    /// 奏でる
    /// </summary>
    public override bool Melody(ManageDungeon dun, PlayerCharacter player)
    {
        BaseCharacter[] targets;

        player.AttackInfo.Initialize();

        //音を鳴らす
        player.AttackInfo.AddVoice(VoiceInformation.VoiceType.Sing);

        switch (MType)
        {
        //放電
        case MelodyType.Electric:

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.ElectricMelody);

            const int ElectricDamage = 20;
            int       damage         = ElectricDamage + Mathf.FloorToInt(player.BaseAttack);

            //エフェクト
            player.AttackInfo.AddEffect(EffectSpark.CreateObject(player));

            //メッセージ
            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            //部屋の中のキャラクターを取得
            targets = dun.GetRoomCharacters(player);

            //全員にダメージ
            foreach (BaseCharacter c in targets)
            {
                AttackState atState = c.AddDamage(damage);

                //ダメージエフェクト
                EffectDamage d = EffectDamage.CreateObject(c);
                d.SetText(damage.ToString(), AttackState.Hit);
                player.AttackInfo.AddEffect(d);

                //ヒットメッセージ
                player.AttackInfo.AddMessage(
                    c.GetMessageAttackHit(damage));

                //対象が死亡したら
                if (atState == AttackState.Death)
                {
                    player.AttackInfo.AddKillList(c);

                    player.AttackInfo.AddMessage(
                        c.GetMessageDeath(c.HaveExperience));

                    player.Death(c, player.AttackInfo);
                }
            }


            break;

        //狂乱
        case MelodyType.Confusion:

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke);

            //メッセージ
            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            //部屋の中のキャラクターを取得
            targets = dun.GetRoomCharacters(player);

            //全員を混乱
            foreach (BaseCharacter c in targets)
            {
                //対象に混乱を付与
                int result = c.AddStateAbnormal((int)StateAbnormal.Confusion);
                //対象が混乱になったらメッセージを表示
                if (result != 0)
                {
                    player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c));

                    player.AttackInfo.AddMessage(
                        CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, c));
                }
            }
            break;

        //まどろみ
        case MelodyType.Sleep:

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke);

            //メッセージ
            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            //部屋の中のキャラクターを取得
            targets = dun.GetRoomCharacters(player);

            //全員を睡眠
            foreach (BaseCharacter c in targets)
            {
                //対象に睡眠を付与
                int result = c.AddStateAbnormal((int)StateAbnormal.Sleep);
                //対象が睡眠になったらメッセージを表示
                if (result != 0)
                {
                    player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c));

                    player.AttackInfo.AddMessage(
                        CommonFunction.GetAbnormalMessage(StateAbnormal.Sleep, c));
                }
            }
            break;

        //無秩序
        case MelodyType.Anarchy:

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke);

            //メッセージ
            player.AttackInfo.AddMessage(string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            //部屋の中のキャラクターを取得
            targets = dun.GetRoomCharacters(player);

            //全員をデコイ
            foreach (BaseCharacter c in targets)
            {
                //対象にデコイを付与
                int result = c.AddStateAbnormal((int)StateAbnormal.Decoy);
                //対象がデコイになったらメッセージを表示
                if (result != 0)
                {
                    player.AttackInfo.AddEffect(EffectSmoke.CreateObject(c));

                    player.AttackInfo.AddMessage(
                        CommonFunction.GetAbnormalMessage(StateAbnormal.Decoy, c));
                }
            }
            break;

        //薄ら日
        case MelodyType.Light:

            //エフェクト
            player.AttackInfo.AddEffect(EffectFlash.CreateObject());

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.Smoke);

            //メッセージ
            player.AttackInfo.AddMessage(string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            dun.IsVisible      = true;
            dun.IsEnemyVisible = true;
            dun.IsItemVisible  = true;
            dun.IsTrapVisible  = true;
            break;

        //角笛
        case MelodyType.Horn:

            //サウンドを鳴らす
            player.AttackInfo.AddSound(SoundInformation.SoundType.Summon);

            //エフェクトの発動
            player.AttackInfo.AddEffect(EffectSummon.CreateObject(player));

            int cnt = CommonFunction.ConvergenceRandom(3, 0.9f, 1.2f, 10);

            for (int i = 0; i < cnt; i++)
            {
                dun.SetUpCharacterMap();
                //敵の出現地点を取得
                MapPoint mp = dun.GetCharacterEmptyTarget(player.CurrentPoint);
                if (CommonFunction.IsNull(mp) == true)
                {
                    break;
                }

                int  enemytype           = TableEnemyMap.GetValue(dun.DungeonObjNo, DisplayInformation.Info.Floor);
                uint rand                = CommonFunction.GetRandomUInt32();
                BaseEnemyCharacter enemy = TableEnemyIncidence.GetEnemy(enemytype, rand, DisplayInformation.Info.Floor);

                enemy.SetCharacterDisplayObject(mp.X, mp.Y);
                dun.AddNewCharacter(enemy);
            }
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSummon);

            break;

        // 忘却
        case MelodyType.Forget:

            //メッセージ
            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            //効果音
            player.AttackInfo.AddSound(SoundInformation.SoundType.Summon);

            if (dun.IsVisible == false)
            {
                for (int j = 1; j < dun.X - 1; j++)
                {
                    for (int i = 1; i < dun.Y - 1; i++)
                    {
                        dun.Dungeon.DungeonMap.Get(i, j).IsClear = false;
                    }
                }

                player.AttackInfo.AddMessage(CommonConst.Message.ForgetMap);

                player.AttackInfo.AddEffect(EffectSmoke.CreateObject(player));
            }

            break;

        //捨て置き
        case MelodyType.ThrowAway:

            //メッセージ
            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.MelodySing, DisplayNameInMessage));

            player.AttackInfo.AddMessage(
                string.Format(CommonConst.Message.ThrowAway, player.DisplayNameInMessage));

            GameStateInformation.Info.IsThrowAway = true;

            break;
        }
        return(true);
    }
Esempio n. 22
0
 /// <summary>
 /// 投げる効果(誰にも当たらなかったとき)
 /// </summary>
 public override bool ThrowDrop(ManageDungeon dun, PlayerCharacter player)
 {
     DisplayInformation.Info.AddMessage(string.Format(CommonConst.Message.BreakItem, this.DisplayNameInMessage));
     IsThrowBreak = true;
     return(true);
 }
Esempio n. 23
0
    /// <summary>
    /// トラップ起動
    /// </summary>
    public void Startup(ManageDungeon dun, BaseCharacter player)
    {
        IsVisible    = true;
        IsInvocation = true;
        Target       = player;
        //メッセージの出力
        switch (TType)
        {
        case TrapType.Bomb:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapBigBang);

            break;

        case TrapType.ColorMonitor:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapColor);
            break;

        case TrapType.Cyclone:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapCyclone);

            break;

        case TrapType.Electric:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapElectric, player.DisplayNameInMessage));
            break;

        case TrapType.Mud:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCommon, DisplayNameInMessage));

            break;

        case TrapType.Palalysis:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSmoke);

            break;

        case TrapType.Photo:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapCroquette);

            break;

        case TrapType.Poison:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCommon, DisplayNameInMessage));

            break;

        case TrapType.DeadlyPoison:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCommon, DisplayNameInMessage));

            break;

        case TrapType.Rotation:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCommon, DisplayNameInMessage));

            break;

        case TrapType.SandStorm:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSandStorm);

            break;

        case TrapType.Song:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSong);
            break;

        case TrapType.Summon:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCommon, DisplayNameInMessage));
            break;

        case TrapType.TheFly:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapFly);

            break;

        case TrapType.WaterBucket:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapWaterBucket);

            break;

        case TrapType.Pollen:

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapPllen, player.DisplayNameInMessage));

            break;
        }
    }
Esempio n. 24
0
    /// <summary>
    /// 食べる
    /// </summary>
    public override bool Use(ManageDungeon dun, BaseCharacter player)
    {
        switch (CType)
        {
        case CandyType.Energy:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Recover);

            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.RecoverPower));

            player.RecoverPower(99);

            break;

        case CandyType.Handmaid:

            this.CommonUseItemCustom(dun, player, player);

            break;

        case CandyType.Bomb:

            List <BaseCharacter> list = dun.GetNearCharacters(player.CurrentPoint, 2, true);

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb);

            //エフェクトの発動
            EffectBigBang.CreateObject(player).Play();

            //ダメージ処理
            int damage = Mathf.CeilToInt(player.MaxHp / 2);
            if (damage > 50)
            {
                damage = 50;
            }
            foreach (BaseCharacter c in list)
            {
                AttackState  atState = c.AddDamage(damage);
                EffectDamage d2      = EffectDamage.CreateObject(c);
                d2.SetText(damage.ToString(), AttackState.Hit);
                d2.Play();

                //対象が死亡したら
                if (atState == AttackState.Death)
                {
                    //プレイヤーが死亡したら
                    if (c.Type == ObjectType.Player)
                    {
                        DisplayInformation.Info.AddMessage(
                            player.GetMessageDeath(player.HaveExperience));

                        ScoreInformation.Info.CauseDeath =
                            string.Format(CommonConst.DeathMessage.Trap, DisplayNameNormal);
                        ScoreInformation.Info.CauseDeathType = DeathCouseType.Trap;
                    }
                    else
                    {
                        DisplayInformation.Info.AddMessage(
                            string.Format(CommonConst.Message.DeathCommon, c.DisplayNameInMessage));
                    }

                    c.Death();
                    c.DeathAction(dun);
                }
            }

            break;

        case CandyType.Garlic:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Recover);

            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.IncreaseHp));

            player.MaxHpCorrection += 5;

            break;


        default:
            this.CommonUseItem(player);
            break;
        }
        return(true);
    }
Esempio n. 25
0
    public void TurnFInish(BaseCharacter target, ManageDungeon dun)
    {
        //ふたつの指輪だったら
        if (RType == RingType.TwoRing)
        {
            //毎ターンスコアを減額
            ScoreInformation.Info.AddScore(-100);

            //キャラが正常だったら状態異常をランダム付与
            if (target.CharacterAbnormalState == 0)
            {
                VoiceInformation.Voice.Play(PlayerInformation.Info.PType, VoiceInformation.Voice.PlayRandomDefence());
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                EffectSmoke.CreateObject(target).Play();

                StateAbnormal st = CommonFunction.GetRandomAbnormal();
                //switch (st)
                //{
                //    case StateAbnormal.Sleep:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddSleep, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.Slow:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddSlow, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.Dark:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddDark, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.StiffShoulder:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddShoulder, target.DisplayNameInMessage));
                //        break;
                //    default:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddState, target.DisplayNameInMessage,
                //            CommonFunction.StateNames[st]));
                //        break;
                //}

                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(st, target));
                target.AddStateAbnormal(st);
            }
        }
        else if (RType == RingType.Unlucky)
        {
            if (CommonFunction.IsRandom(0.01f) == true)
            {
                //落とす対象を取得
                BaseItem[] targets = PlayerCharacter.ItemList.FindAll(i => i.IsEquip == false && i.IsDrive == false).ToArray();

                //対象があればランダムで落とす
                if (targets.Length > 0)
                {
                    //対象の中からランダムで一つ抽出
                    BaseItem tar = targets[UnityEngine.Random.Range(0, targets.Length)];

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.ThrowOffItem,
                                      target.DisplayNameInMessage,
                                      tar.DisplayNameInMessage
                                      ));

                    //プレイヤーから持ち物削除
                    PlayerCharacter.RemoveItem(tar);

                    dun.PutItem(tar, this.CurrentPoint, this.CurrentPoint);

                    tar.ResetObjectPosition();
                }
            }
        }
    }
Esempio n. 26
0
    public void AttackUpdate(BaseCharacter attaker, ManageDungeon dun)
    {
        if (this.IsUpdate == false)
        {
            return;
        }

        switch (this.BehType)
        {
        case BehaviorType.Attack:

            foreach (BaseCharacter c in this.Targets)
            {
                //攻撃の命中判定
                if (this.IsHit[c.Name] == true)
                {
                    //オプションの攻撃効果
                    foreach (BaseOption op in attaker.Options)
                    {
                        op.DamageAttackEffect(attaker, c, this.Damages[c.Name]);
                    }
                    //オプションの防御効果
                    foreach (BaseOption op in c.Options)
                    {
                        op.DamageDefenceEffect(attaker, c, this.Damages[c.Name]);
                    }
                }
            }
            break;
        }

        //対象が死亡したら
        foreach (BaseCharacter c in this.KillList)
        {
            //対象の死亡アニメーションを実行
            c.DeathAction(dun);
        }

        //エフェクトの実行
        foreach (EffectBase e in this.Effects)
        {
            e.Play();
        }
        //サウンドの実行
        foreach (SoundInformation.SoundType s in this.Sounds)
        {
            SoundInformation.Sound.Play(s);
        }
        //ボイスの実行
        foreach (VoiceInformation.VoiceType v in this.Voices)
        {
            VoiceInformation.Voice.Play(this.VoiceType, v);
        }

        //メッセージの追加
        foreach (string s in this.Messages)
        {
            DisplayInformation.Info.AddMessage(s);
        }

        this.Clear();
    }
Esempio n. 27
0
 /// <summary>
 /// 奏でる
 /// </summary>
 public virtual bool Melody(ManageDungeon dun, PlayerCharacter player)
 {
     return(true);
 }
Esempio n. 28
0
    /// <summary>
    /// 使う全般
    /// </summary>
    public bool CommonUseItemCustom(ManageDungeon dun, BaseCharacter center, BaseCharacter player)
    {
        //サウンドを鳴らす
        SoundInformation.Sound.Play(SoundInformation.SoundType.Recover);

        //範囲拡大がついているとき
        int   plus;
        float cf;
        int   dist = 0;

        if (CommonFunction.HasOptionType(this.Options, OptionType.Wildfire, out plus, out cf) == true)
        {
            dist = plus;
        }
        dun.SetUpCharacterMap();
        List <BaseCharacter> targets = dun.GetNearCharacters(center.CurrentPoint, dist, true);

        foreach (BaseCharacter target in targets)
        {
            //満腹度の回復
            if (SatRecoverPoint > 0)
            {
                if (typeof(PlayerCharacter) == target.GetType())
                {
                    float satRecoverPoint = SatRecoverPoint;

                    //効果増幅があったら
                    if (CommonFunction.HasOptionType(this.Options, OptionType.EffectUp, out plus, out cf) == true)
                    {
                        satRecoverPoint = satRecoverPoint + plus * cf;
                    }
                    if (CommonFunction.HasOptionType(this.Options, OptionType.EffectDown, out plus, out cf) == true)
                    {
                        satRecoverPoint = satRecoverPoint - plus * cf;
                    }
                    //ダメージ増減30%
                    float rand = 0.3f;
                    if (CommonFunction.HasOptionType(this.Options, OptionType.EffectStabile, out plus, out cf) == true)
                    {
                        rand -= cf * plus;
                    }
                    else if (CommonFunction.HasOptionType(this.Options, OptionType.EffectNotStabile, out plus, out cf) == true)
                    {
                        rand += cf * plus;
                    }
                    satRecoverPoint += Mathf.CeilToInt(UnityEngine.Random.Range(-rand * satRecoverPoint, rand * satRecoverPoint));


                    //減少判定の時
                    if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == true)
                    {
                        ((PlayerCharacter)target).ReduceSatiety(satRecoverPoint);
                        DisplayInformation.Info.AddMessage(
                            string.Format(CommonConst.Message.TrapCroquette2, target.DisplayNameInMessage));
                    }
                    //通常回復判定のとき
                    else
                    {
                        ((PlayerCharacter)target).AddSatiety(satRecoverPoint);
                        if (((PlayerCharacter)target).IsSatietyMax == true)
                        {
                            DisplayInformation.Info.AddMessage(
                                string.Format(CommonConst.Message.RecoverSatietyMax));
                        }
                        else
                        {
                            DisplayInformation.Info.AddMessage(
                                string.Format(CommonConst.Message.RecoverSatiety));
                        }
                    }
                }
            }
            //HPの回復
            if (HpRecoverPoint > 0)
            {
                //ダメージ追加
                int damage = Mathf.FloorToInt(HpRecoverPoint / (center.CurrentPoint.DistanceAbs(target.CurrentPoint) + 1));

                //効果増幅があったら
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectUp, out plus, out cf) == true)
                {
                    damage = damage + plus * (int)cf;
                }
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectDown, out plus, out cf) == true)
                {
                    damage = damage - plus * (int)cf;
                }
                //ダメージ増減30%
                float rand = 0.3f;
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectStabile, out plus, out cf) == true)
                {
                    rand -= cf * plus;
                }
                else if (CommonFunction.HasOptionType(this.Options, OptionType.EffectNotStabile, out plus, out cf) == true)
                {
                    rand += cf * plus;
                }
                damage += Mathf.CeilToInt(UnityEngine.Random.Range(-rand * damage, rand * damage));


                //減少判定の時
                if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == true)
                {
                    AttackState atState = target.AddDamage(damage);

                    //ダメージエフェクト
                    EffectDamage d = EffectDamage.CreateObject(target);
                    d.SetText(damage.ToString(), AttackState.Hit);
                    d.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        target.GetMessageAttackHit(damage));

                    //対象が死亡したら
                    if (atState == AttackState.Death)
                    {
                        DisplayInformation.Info.AddMessage(
                            target.GetMessageDeath(target.HaveExperience));
                        if (target.Type == ObjectType.Player)
                        {
                            ScoreInformation.Info.CauseDeath =
                                string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                            ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;

                            target.Death();
                        }
                        else
                        {
                            player.Death(target, player.AttackInfo);
                        }
                        target.DeathAction(dun);
                    }
                }
                //通常回復判定のとき
                else
                {
                    target.RecoverHp(HpRecoverPoint);

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverHp, target.DisplayNameInMessage));

                    //回復エフェクト
                    EffectDamage d = EffectDamage.CreateObject(target);
                    d.SetText(HpRecoverPoint.ToString(), AttackState.Heal);
                    d.Play();
                }
            }

            //Power回復
            if (CommonFunction.HasOptionType(this.Options, OptionType.RecoverPower) == true)
            {
                if (target.RecoverPowerNotMaxup(1) == true)
                {
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverPower, target.DisplayNameInMessage));
                }
            }
        }
        //状態異常の付与
        EffectAbnormal(targets);

        return(true);
    }
Esempio n. 29
0
 /// <summary>
 /// 使う
 /// </summary>
 public virtual bool Use(ManageDungeon dun, BaseCharacter player)
 {
     return(true);
 }
Esempio n. 30
0
 public override bool Move(ManageDungeon dun, bool isNextAttack, out bool isSpecial, MapPoint plcurrent)
 {
     isSpecial = false;
     return(false);
 }