void Start() { LoadEnemyStatus les = new LoadEnemyStatus(); les.LoadEnemy(); StartUP(); VisibleUIManage.CloseMain_OpenCommand(); }
/// <summary> /// GameManager起動時、初期設定実行 /// </summary> void Start() { LoadEnemyStatus les = new LoadEnemyStatus(); les.LoadEnemy(EncountEnemy.intAreaLevel); StartUP(); VisibleUIManage.ManageStart_EndBattleStartClass(); }
void OnTriggerEnter(Collider col) { //コリジョン判定かつエンターキーが押された場合 if (Input.GetKey(KeyCode.Return)) { //コマンドウィンドウを閉じてターゲットウィンドウを表示する VisibleUIManage.ManageStart_BeforeCommandClick(); GameManager.CommandFlg = "Skill"; } }
/// <summary> /// 読み込み時 /// </summary> void Start() { //全ターゲット判定用オブジェクトを起動 VisibleUIManage.ManageStart_ChoiseTargetEnemy_1(); VisibleUIManage.ManageStart_ChoiseTargetEnemy_2(); VisibleUIManage.ManageStart_ChoiseTargetEnemy_3(); ManageBattle.CheckCanTargetEnemy_Single(); var query_Enemy = from x in BattleStaticValiable.xdoc2.Descendants("Enemy") select x; //No順にテキストに敵の名前を入れる foreach (var item in query_Enemy) { switch (item.Element("BattleNo").Value) { case "1": GameManager.TextTarget1_EnemyTargetWindow.text = item.Element("EnemyName").Value; break; case "2": GameManager.TextTarget2_EnemyTargetWindow.text = item.Element("EnemyName").Value; break; case "3": GameManager.TextTarget3_EnemyTargetWindow.text = item.Element("EnemyName").Value; break; } } //名前が空なら判定を消去する string s1 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 1); string s2 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 2); string s3 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 3); if (s1 == "") { VisibleUIManage.ManageStart_ReturnTargetEnemy_1(); } if (s2 == "") { VisibleUIManage.ManageStart_ReturnTargetEnemy_2(); } if (s3 == "") { VisibleUIManage.ManageStart_ReturnTargetEnemy_3(); } }
void OnTriggerEnter(Collider col) { //コリジョン判定かつエンターキーが押された場合 if (Input.GetKey(KeyCode.Return)) { if (CanAttack == false) { return; } //コマンドウィンドウを閉じてメインウインドウを表示する VisibleUIManage.CloseCommand_OpenMain(); GameManager.CommandFlg = "Attack"; Battle battle = new Battle(); battle.TurnStart(); } }
void OnTriggerEnter(Collider col) { EnemyTurn et = new EnemyTurn(); //コリジョン判定かつエンターキーが押された場合 if (Input.GetKey(KeyCode.Return)) { //どのスキルオブジェクトか? var name = this.objChoiceSkill.name; switch (name) { case "Skill1CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "1"; GameManager.CommandFlg = "パワーショット"; break; case "Skill2CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "2"; GameManager.CommandFlg = "チャージショット"; break; case "Skill3CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "3"; GameManager.CommandFlg = "ジャックポット"; break; case "Skill4CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "4"; GameManager.CommandFlg = "リロード"; break; case "Skill5CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "5"; GameManager.CommandFlg = "プラズマキャノン"; break; case "Skill6CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "6"; GameManager.CommandFlg = "向日葵システム"; break; case "Skill7CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "7"; GameManager.CommandFlg = "自己再生"; break; case "Skill8CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "8"; GameManager.CommandFlg = "ユグドラシルバスター"; break; } //残弾数チェックで半透明になっていたらリターン switch (GameManager.CommandFlg) { case "1": if (GameManager.TextSkill1_SkillChooseWindow.color.a == 0.25f) { return; } break; case "2": if (GameManager.TextSkill2_SkillChooseWindow.color.a == 0.25f) { return; } break; case "3": if (GameManager.TextSkill3_SkillChooseWindow.color.a == 0.25f) { return; } break; default: break; } //スキルの攻撃範囲を取得し、行動パターンを分岐する switch (OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_TargetFlg(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg))) { //Singleの時単体攻撃 case "Single": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; //Multipleの時全体攻撃 case "Multiple": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; //その他補助技など default: switch (GameManager.CommandFlg) { case "リロード": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; } break; } GameManager.Text_MainWindow.text = ""; CheckTurnEnd.Setting(); } else if (Input.GetKey(KeyCode.Escape)) { VisibleUIManage.CloseSkill_Explain_OpenMain(); } }
public static void Setting() { Texture2D texture_BulletIcon = Resources.Load("BulletIcon") as Texture2D; Texture2D texture_BulletIcon_NoImage = Resources.Load("NoImage") as Texture2D; //バレットアイコン初期化 GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); //残り弾数を問い合わせて、値によって処理変更 switch (int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerBullet()))) { case 0: OperatePlayerData.SetPlayerData("1", GetXMLQueryKey_PlayerData.PlayerBullet()); GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; case 1: OperatePlayerData.SetPlayerData("2", GetXMLQueryKey_PlayerData.PlayerBullet()); GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; case 2: OperatePlayerData.SetPlayerData("3", GetXMLQueryKey_PlayerData.PlayerBullet()); GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; case 3: OperatePlayerData.SetPlayerData("4", GetXMLQueryKey_PlayerData.PlayerBullet()); GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; case 4: OperatePlayerData.SetPlayerData("5", GetXMLQueryKey_PlayerData.PlayerBullet()); GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; case 5: GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); break; } GameManager.Text_MainWindow.text = ""; VisibleUIManage.ManageStart_EndBattleStartClass(); }
void OnTriggerEnter(Collider col) { //コリジョン判定かつエンターキーが押された場合 if (Input.GetKey(KeyCode.Return)) { //ターゲットを確定する var name = this.TargetEnemy.name; switch (name) { case "Target1CursorObject_EnemyTargetWindow": GameManager.TargetFlg = "1"; break; case "Target2CursorObject_EnemyTargetWindow": GameManager.TargetFlg = "2"; break; case "Target3CursorObject_EnemyTargetWindow": GameManager.TargetFlg = "3"; break; } VisibleUIManage.ManageStart_BeforeCommandClick(); switch (GameManager.CommandFlg) { case "Attack": if (ComparerParameter.SpeedComparer() == true) { //自分のターン MyTurn_NormalAttack(); //敵のターン EnemyTurn.StartEnemyTurn(); } else { //敵のターン EnemyTurn.StartEnemyTurn(); //自分のターン MyTurn_NormalAttack(); } break; case "パワーショット": if (ComparerParameter.SpeedComparer() == true) { //自分のターン MyTurn_PowerShot(); //敵のターン EnemyTurn.StartEnemyTurn(); } else { //敵のターン EnemyTurn.StartEnemyTurn(); //自分のターン MyTurn_PowerShot(); } break; } GameManager.Text_MainWindow.text = ""; CheckTurnEnd.Setting(); } else if (Input.GetKey(KeyCode.Escape)) { //敵選択を閉じる VisibleUIManage.ManageStart_AfterCommandClick(); } }