private RuntimeAnimatorController getCharaAnimator(enumCharaNum charaNo)
    {
        RuntimeAnimatorController retRAC = null;

        /*
         * switch (charaNo) {
         * case enumCharaNum.syusuran_02:
         *      retRAC = _charaMainAnimetion[1];
         *      break;
         * case enumCharaNum.enju_01:
         * default:
         *      int tmpInt = (int)charaNo;
         *
         *      Debug.Log (tmpInt);
         *
         *      retRAC = _charaMainAnimetion[tmpInt];
         *      break;
         * }
         */

        int tmpInt = (int)charaNo;

        //Debug.Log (tmpInt);

        retRAC = _charaMainAnimetion[tmpInt];

        return(retRAC);
    }
Esempio n. 2
0
    public charaUserStatus(enumCharaNum charaNo, float charaExp)
    {
        this.battleStatus = new charaBattleStatus(charaNo);
        this.totalExp     = charaExp;
        this.charaNo      = charaNo;

        expLevelInfo tmpExp = characterLevelManagerGetter.getManager().calcLv(charaExp);

        this.nowLv   = tmpExp.Lv;
        this.nextExp = tmpExp.nextExp;

        this.initParameter();
    }
    public void setData(enumCharaNum argsCharaNo, float totalExp, int argsEquip)
    {
        gameStartingVariable_Single tmpVal = new gameStartingVariable_Single();

        tmpVal.CharaNumber = argsCharaNo;
        tmpVal.totalExp    = totalExp;
        tmpVal.equipNumber = argsEquip;

        tmpVal.Prefab_charaGrh     = Resources.Load <GameObject>("Prefabs/charaBase/charaBase");
        tmpVal.Prefab_charaIconSet = Resources.Load <GameObject>("Prefabs/charaIconSet/charaIconSet");
        //Flagはシンプルなので、ここで確定させる
        tmpVal.Prefab_charaFlag = this.getCharacterFlag_InResource(argsCharaNo);

        charalist.Add(tmpVal);
    }
Esempio n. 4
0
    private Vector3 getDefaultCharaPositon(enumCharaNum argsChara)
    {
        Debug.Log(((float)argsChara * 0.2f));

        return(new Vector3(-8.5f + ((float)argsChara * 0.1f), 2.8f, 0f));

        /*
         * switch (argsChara) {
         * case enumCharaNum.enju_01:
         *      return new Vector3 (3.9f, -5f, 0f);
         *      break;
         * default:
         *      return new Vector3 (3.9f, -5f, 0f);
         *      break;
         * }
         */
    }
    private Sprite getCharacterIconSprite(enumCharaNum argsCharaNo)
    {
        Sprite retSR = null;

        /*
         * switch (argsCharaNo) {
         * case enumCharaNum.syusuran_02:
         *      retSR = _charaFaceIconSprite[1];
         *      break;
         * case enumCharaNum.enju_01:
         * default:
         *      retSR = _charaFaceIconSprite[0];
         *      break;
         * }
         */

        int tmpInt = (int)argsCharaNo;

        retSR = _charaFaceIconSprite[tmpInt];

        return(retSR);
    }
    private Object getCharacterFlag_InResource(enumCharaNum argsCharaNo)
    {
        //Flagはシンプルなので、ここで確定させる
        //プレハブから直接設定
        Object[] tmpObj = Resources.LoadAll <GameObject>("Prefabs/Flags");
        Object   retGO  = null;

        int    tmpLen      = argsCharaNo.ToString().Length;
        string tmpFileName = "flag_" + argsCharaNo.ToString().Substring(tmpLen - 2, 2);

        //Debug.Log (tmpFileName);

        for (int i = 0; i < tmpObj.Length; i++)
        {
            if (tmpObj[i].name.Substring(0, 7) == tmpFileName)
            {
                retGO = tmpObj[i];
                break;
            }
        }

        return(retGO);
    }
 /// <summary>
 /// キャラの追加/離脱フラグ
 /// </summary>
 /// <param name="argsCharaNum">Arguments chara number.</param>
 /// <param name="argsFlag">If set to <c>true</c> arguments flag.</param>
 public void saveBattleResultValues_EnterCharacterFlag(enumCharaNum argsCharaNum, bool argsFlag, enumCharactorJoinType joinType)
 {
     sVMS.setSaveCharaEnableFlag(argsCharaNum, argsFlag, joinType);
 }
    void battleStageStarter( )
    {
        loadedCharaList = new gameStartingVariable();

        //charaStartBattleInfo cSBI = new charaStartBattleInfo (sVMS.getNowSceneChangeValue ());
        //sVMS.getNowSceneChangeValue ().sceneFileName = "0-3-0-0";

        charaStartBattleInfo cSBI = new charaStartBattleInfo(sVMS.getNowSceneChangeValue());

        if (_forDebug)
        {
            //for debug
            //インスペクター上で設定する
        }
        else
        {
            _sortieCharas = sVMS.getSortieCharaNo();
        }


        for (int loopI = 0; loopI < 9; loopI++)
        {
            enumCharaNum tmpC = (enumCharaNum)loopI;

            //すべてのキャラを作成
            if (_sortieCharas[loopI])
            {
                saveCharaValueClass tmpCVC = sVMS.getSaveCharaValue((int)tmpC);
                //Debug.Log (tmpCVC.exp);
                loadedCharaList.setData(tmpC, tmpCVC.exp, 0);
            }
        }

        //Prefabsからロード
        //loadedCharaList.setData (enumCharaNum.syusuran_02, 1, 0);
        //chataList.setData (enumCharaNum.suzusiro_03, 1, 0);
        //chataList.setData (enumCharaNum.gyokuran_04, 1, 0);

        for (int i = 0; i < loadedCharaList.charalist.Count; i++)
        {
            gameStartingVariable_Single tmpChara = loadedCharaList.charalist[i];

            //charaMain
            tmpChara.charaBase = Instantiate(tmpChara.Prefab_charaGrh) as GameObject;
            tmpChara.charaBase.transform.name = "charaBase_" + tmpChara.CharaNumber.ToString();

            //キャラクターの初期位置
            tmpChara.charaBase.transform.position = cSBI.getCharaPosition(i);

            //charaAnime
            Animator tmpAnime = tmpChara.charaBase.transform.FindChild("charaAnime").GetComponent <Animator>();
            tmpAnime.runtimeAnimatorController = this.getCharaAnimator(tmpChara.CharaNumber);

            //charaSprite
            SpriteRenderer tmpSprite = tmpChara.charaBase.transform.FindChild("charaAnime").GetComponent <SpriteRenderer>();
            tmpSprite.sprite = this.getCharaSprite(tmpChara.CharaNumber);

            tmpChara.charaScript = tmpChara.charaBase.GetComponentInParent <allCharaBase>();

            tmpChara.charaScript.thisChara = new charaUserStatus(tmpChara.CharaNumber, tmpChara.totalExp);                              //経験値の大本もここで渡す
            tmpChara.charaScript.calcdExp  = characterLevelManagerGetter.getManager().calcLv(tmpChara.totalExp);                        //次への経験値などの経験値情報

            tmpChara.charaFlag = Instantiate(tmpChara.Prefab_charaFlag, cSBI.getFlagPosition(i), Quaternion.identity) as GameObject;

            tmpChara.charaScript.thisCharaIndex = i;
            tmpChara.charaScript.thisCharaFlag  = tmpChara.charaFlag;

            tmpChara.charaScript.movingStopFlag = false;
        }

        //キャラアイコンの1ページ目の作成
        this.createCharaIconSet(1);
    }
Esempio n. 9
0
    public charaBattleStatus(enumCharaNum charaNo)
    {
        //init
        switch (charaNo)
        {
        case enumCharaNum.enju_01:
            //近接タンク型
            _atk_info   = new charaBattle_info(1.2f, 1f, 0.6f, 1f, 0.1f, 0.9f);
            _def_info   = new charaBattle_info(0.33f, 1f, 0.6f, 0, 0.06f, 0.15f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.6f, 0, 0.16f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0f, 0f, 0f, 0f);
            break;

        case enumCharaNum.syusuran_02:
            //遠距離バランス型
            _atk_info   = new charaBattle_info(0.8f, 1.2f, 2f, 0.9f, 0.09f, 1.05f);
            _def_info   = new charaBattle_info(0.2f, 1f, 1.5f, 0.01f, 0.05f, 0.6f);
            _mov_info   = new charaBattle_info(0.6f, 3f, 0.2f, 0.2f, 0.13f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.suzusiro_03:
            //バランスタンク型
            _atk_info   = new charaBattle_info(1f, 1.2f, 1f, 0.5f, 0.07f, 0.8f);
            _def_info   = new charaBattle_info(1f, 1.2f, 0.7f, 0.5f, 0.03f, 0.1f);
            _mov_info   = new charaBattle_info(0.1f, 1.2f, 0.6f, 0.5f, 0.13f, 1f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.akane_04:
            //近距離高火力型
            _atk_info   = new charaBattle_info(1.1f, 0.9f, 1f, 0f, 0.1f, 0.85f);
            _def_info   = new charaBattle_info(0.1f, 0.2f, 0.7f, 0.2f, 0.08f, 0.7f);
            _mov_info   = new charaBattle_info(0.1f, 1.1f, 0.1f, 0f, 0.16f, 1f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.houzuki_05:
            //近距離スピード型ヒーラー
            _atk_info   = new charaBattle_info(1.53f, 2.1f, 0.8f, 2.1f, 0.13f, 1.1f);
            _def_info   = new charaBattle_info(1.53f, 3.5f, 0.5f, 0.5f, 0.1f, 0.3f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.1f, 0, 0.3f, 2f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.mokuren_06:
            //遠距離特化型
            _atk_info   = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1);
            _def_info   = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.sakura_07:
            //遠距離スピード型
            _atk_info   = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1);
            _def_info   = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.sion_08:
            //遠距離特殊型
            _atk_info   = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1);
            _def_info   = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.hiragi_09:
            //万能型
            _atk_info   = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1);
            _def_info   = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.1f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;

        case enumCharaNum.test_10:
            //for debug
            _atk_info   = new charaBattle_info(1f, 1f, 1f, 0.5f, 0.1f, 1);
            _def_info   = new charaBattle_info(0.5f, 2f, 0.5f, 0, 0.05f, 0.2f);
            _mov_info   = new charaBattle_info(0.1f, 3f, 0.2f, 0, 0.2f, 1.5f);
            _skill_info = new charaBattle_info(6f, 1f, 0, 0, 0, 0f);
            break;
        }
        this.setCharacterMode(characterMode.Attack);
    }
    /// <summary>
    /// キャラの追加削除フラグ
    /// </summary>
    /// <param name="argsCharaNum">Arguments chara number.</param>
    /// <param name="argsFlag">If set to <c>true</c> arguments flag.</param>
    public void setSaveCharaEnableFlag(enumCharaNum argsCharaNum, bool argsFlag, enumCharactorJoinType argsExpType)
    {
        int tmpL = (int)argsCharaNum;
        saveCharaValueClass beforeSCVC = this.getSaveCharaValue(tmpL);

        //フラグセット
        beforeSCVC.enable = argsFlag;

        switch (argsExpType)
        {
        case enumCharactorJoinType.dontTouchExp:
            //何もしない
            break;

        case enumCharactorJoinType.maxExp:

            float maxVal = 0;

            for (int loopI = 0; loopI < 9; loopI++)
            {
                saveCharaValueClass tmpC = this.getSaveCharaValue(loopI);

                Debug.Log(tmpC.exp);

                if (maxVal < tmpC.exp)
                {
                    maxVal = tmpC.exp;
                }
            }

            beforeSCVC.exp = maxVal;

            break;

        case enumCharactorJoinType.avarageExp:

            float Allexp = 0;

            for (int loopI = 0; loopI < 9; loopI++)
            {
                saveCharaValueClass tmpC = this.getSaveCharaValue(loopI);
                Allexp += tmpC.exp;
            }

            beforeSCVC.exp = Allexp / 9f;

            break;

        case enumCharactorJoinType.sameEnju:
            int enjuNum = (int)enumCharaNum.enju_01;
            beforeSCVC.exp = this.getSaveCharaValue(enjuNum).exp * 0.9f;

            Debug.Log(beforeSCVC.exp);

            break;
        }

        //レベルを計算してセット
        beforeSCVC.level = characterLevelManagerGetter.getManager().calcLv(beforeSCVC.exp).Lv;

        this.setSaveCharaValue(beforeSCVC);
    }