/// <summary> /// construct /// </summary> protected BattleUserData(UserTurretData turretData) { //砲台データ this.turretData = turretData; var batteryData = Masters.BatteryDB.FindById(turretData.batteryMasterId); var barrelData = Masters.BarrelDB.FindById(turretData.barrelMasterId); var bulletData = Masters.BulletDB.FindById(turretData.bulletMasterId); //砲台に付いてるギア一覧 this.gears = this.turretData.GetGearMasterIds().Select(id => Masters.GearDB.FindById(id)).ToArray(); //スキル効果追加 this.skill = new SkillGroupManager(); this.skill.AddRangeSkillGroup(gears.Select(x => x.skillGroupId)); this.skill.AddSkillGroup(bulletData.skillGroupId); //シリーズスキル効果追加 if (batteryData.seriesId == barrelData.seriesId && batteryData.seriesId == bulletData.seriesId) { var seriesData = Masters.TurretSerieseDB.FindById(batteryData.seriesId); var seriesSkillData = Masters.SerieseSkillDB.FindById(seriesData.seriesSkillId); this.skill.AddSkillGroup(seriesSkillData.skillGroupId); } //VIPスキル効果追加 this.skill.AddRangeSkillGroup(Masters.VipBenefitDB .GetList() .Where(x => x.skillGroupId > 0 && x.vipLevel <= UserData.Get().vipLevel) .Select(x => x.skillGroupId) ); }
/// <summary> /// セットアップ /// </summary> public void Setup( bool isFvAttack, uint power, uint fvRate, Master.BulletData bulletData, SkillGroupManager skill) { this.power = power; this.fvRate = fvRate; this.isFvAttack = isFvAttack; this.bulletData = bulletData; this.skill = skill; }
/// <summary> /// セットアップ /// </summary> public void Setup( bool isFvAttack, uint power, uint fvRate, Master.BulletData bulletData, SkillGroupManager skill, uint speed, Fish targetFish = null) { base.Setup(isFvAttack, power, fvRate, bulletData, skill); this.bulletBase.movement.speed = speed; this.targetFish = targetFish; }
/// <summary> /// セットアップ /// </summary> public void Setup( bool isFvAttack, uint power, uint fvRate, Master.BulletData bulletData, SkillGroupManager skill, uint speed, float duration) { base.Setup(isFvAttack, power, fvRate, bulletData, skill); this.bulletBase.movement.speed = speed; this.duration = duration; }
/// <summary> /// セットアップ /// </summary> public void Setup( bool isFvAttack, uint power, uint fvRate, Master.BulletData bulletData, SkillGroupManager skill, Turret turret) { base.Setup(isFvAttack, power, fvRate, bulletData, skill); //タイムスタンプ取得 this.timeStamp = BattleGlobal.GetTimeStamp(); //制御開始 this.controller.Start(turret, this.bulletBase, this.OnHit, this.OnFinished); }
/// <summary> /// セットアップ /// </summary> public void Setup( bool isFvAttack, uint power, uint fvRate, Master.BulletData bulletData, SkillGroupManager skill, Turret turret, Vector2 dropPosition) { base.Setup(isFvAttack, power, fvRate, bulletData, skill); this.timeStamp = BattleGlobal.GetTimeStamp(); this.dropPosition = dropPosition; //制御開始 this.controller.Start(turret, this.bulletBase, dropPosition, this, this.OnFinished); }