//コマンド詳細表示 public static void CommandStatus(bool vis, int _type, int _var) { comStatus = vis; if (vis) { nameComponent.text = ReadWrite.CallCommandName(_type, _var); string str = ""; int[] eff; str += " [" + commandType[_type] + "]" + newLine; switch (_type) { case (int)TurnAndPhase.Type.Attack: eff = ReadWrite.CallCommandEffect(_type, _var); str += commandText[0] + ": " + eff[0] + newLine; str += commandText[1] + ": " + eff[1] + newLine; break; case (int)TurnAndPhase.Type.Move: eff = ReadWrite.CallCommandEffect(_type, _var); str += commandText[1] + ": " + eff[0] + newLine; break; case (int)TurnAndPhase.Type.Buff: eff = ReadWrite.CallCommandEffect(_type, _var); str += commandText[2] + ": " + statusText[eff[0]] + newLine; str += commandText[0] + ": " + eff[1] + newLine; str += commandText[3] + ": "; if (eff[2] > 0) { str += eff[2] + "T"; } else { str += "永続"; } str += newLine; break; case (int)TurnAndPhase.Type.Debuff: eff = ReadWrite.CallCommandEffect(_type, _var); str += commandText[2] + ": " + statusText[eff[0]] + "\n"; str += commandText[0] + ": " + -eff[1] + newLine; str += commandText[1] + ": " + eff[2] + newLine; break; } str += "\n"; str += ReadWrite.CallCommandText(_type, _var); textComponent.text = str; } VisibleStatus(vis); }
//ターンごとにコマンドを増やすよ public static void AddCommand(int _type, int _var) { GameObject obj = (GameObject)Instantiate(command, new Vector3(0, 0, 0), Quaternion.identity); obj.transform.SetParent(hand.transform, false); obj.transform.localScale = new Vector3(1, 1, 1); obj.transform.FindChild("Text").gameObject.GetComponent <Text>().text = ReadWrite.CallCommandName(_type, _var); obj.transform.GetComponent <Command>().SetNum(commandNum, _type, _var); if (_type == (int)TurnAndPhase.Type.TurnEnd) { obj.transform.SetSiblingIndex(0); } commandList.Add(obj); commandNum++; handMax++; }