コード例 #1
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    };                                           //Listの横列の番号-2を指定
                                                 // Use this for initialization

    void Awake()
    {
        status     = gameObject.GetComponent <EnemyStatus>();
        gameMaster = FindObjectOfType <GameMasterScript>();
        aReader    = FindObjectOfType <AbilityReader>();
        Lv         = gameMaster.GetEnemyLV();
    }
コード例 #2
0
    void Awake()
    {
        matrix = Resources.Load("Data/Code") as MatrixCode;
        GameObject sdReaderObj = (GameObject)Instantiate(Resources.Load("Prefabs/SaveDataReader"));

        sdReader = sdReaderObj.GetComponent <SaveDataReader>();
        aReader  = GetComponent <AbilityReader>();
    }
コード例 #3
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    void Awake()
    {
        PlayerData pData = PlayerData.Instance;

        ability = FindObjectOfType <AbilityReader>();
        //ability = GetComponent<AbilityReader>();
        commandNum    = pData.CommandNum;
        commandList   = pData.CommandList; //データのロード
        currentSelect = 0;
    }
コード例 #4
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ファイル: AbilityView.cs プロジェクト: bigstupidx/MatrixCode
    void Awake()
    {
        sdReader = Instantiate(sdReaderPref).GetComponent <SaveDataReader>();
        aReader  = GetComponent <AbilityReader>();
        //これ以降AWAKEではaReaderは使わない まだ向こうがawakeされていない えらーが起こる

        havecommandNum = sdReader.GetCommandNum();
        commandList    = sdReader.GetHaveCommandwithNumber();
        haveabilityNum = sdReader.GetHavetotalCommandNum();
        abilityName    = new string[haveabilityNum];
    }
コード例 #5
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 void Awake()
 {
     playerData = PlayerData.Instance;
     aReader    = FindObjectOfType <AbilityReader>();
     //キャラクターのステータスを読み込んでくる くえすとを始める前に保存しておいてそこから読み取る
     HP         = playerData.HP;
     POWER      = playerData.POWER;
     MAJICPOWER = playerData.MAJICPOWER;
     DEFENCE    = playerData.DEFENCE;
     SP         = playerData.SP;
     SPRECOVER  = playerData.SPRECOVER;
 }
コード例 #6
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    public void InitAbilities()
    {
        List <int> skillList = GetSkillList();

        foreach (int skillID in skillList)
        {
            skillItem skillItem = skillTable.Instance.GetTableItem(skillID);
            //string skillConfig = skillItem.config;
            Ability ability   = AbilityReader.CreateAbility(skillID, this);
            string  skillName = ability.GetCastAnimation();
            var     castType  = m_stringToCastTypeMap[skillName];
            m_abilityMap[castType] = ability;
            abilities.Add(ability);
        }
    }
コード例 #7
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    // Use this for initialization
    void Start()
    {
        sdReader           = FindObjectOfType <SaveDataReader>();
        aReader            = GetComponent <AbilityReader>();
        haveAbilityNumList = sdReader.GetHaveCommandwithNumber();
        memoButton.gameObject.SetActive(false);
        panel.gameObject.SetActive(false);
        ability = new Ability[haveAbilityNumList.Length];
        Buttons = new GameObject[haveAbilityNumList.Length];        //所持しているアビリティ分ボタンを拡張

        for (int i = 0; i < ability.Length; i++)                    //ここで各項目に情報をセット
        {
            ability[i] = aReader.GetAbility(haveAbilityNumList[i]); //アビリティ情報を格納
            Buttons[i] = Instantiate(ButtonPref);
            Buttons[i].GetComponent <AbilityValueViewButton>().SetNameAndNum(i, ability[i].Name);
            Buttons[i].transform.SetParent(Content.transform, false);
        }
    }
コード例 #8
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    int[] abilityNum;//Listの横列の番号-2を指定

    void Awake()
    {
        status     = gameObject.GetComponent <EnemyStatus>();
        gameMaster = FindObjectOfType <GameMasterScript>();
        aReader    = FindObjectOfType <AbilityReader>();
        Lv         = gameMaster.GetEnemyLV();
        if (Lv > 20)
        {
            abilityNum = ability3;
        }
        else if (Lv > 10)
        {
            abilityNum = ability2;
        }
        else
        {
            abilityNum = ability1;
        }
    }