コード例 #1
0
    public void AttackBtnClick()
    {
        if (battle_main_.UserList[0].State != BattlerBase.ActionState.Ready)
        {
            return;
        }

        AttackAction action = new AttackAction();

        action.Entity = battle_main_.UserList[0];
        action.Target = battle_main_.EnemyList[0];
        battle_main_.AddAction(action);
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        List <Enemy> enemy_list = GetEnemyList();

        foreach (Enemy enemy in enemy_list)
        {
            if (enemy.State == Enemy.ActionState.Ready)
            {
                enemy.State = Enemy.ActionState.Action;
                AIBase ai = enemy.AI;
                ai_setting_.Entity = enemy;

                List <AIActionBase> exec_action_list = ai.SelectAI(ai_setting_);
                foreach (AIActionBase exec_action in exec_action_list)
                {
                    battle_main_.AddAction(exec_action.Action(ai_setting_));
                }
            }
        }
    }
コード例 #3
0
    public void SkillOrderClick()
    {
        // スキルの待ち時間がある場合
        if (skill_info_.CurrentWaitTurn > 0)
        {
            return;
        }

        if (skill_style_ == 1)
        {
            //instance skillAction
            SkillAction skill_action = this.gameObject.AddComponent <SkillAction>();
            //impleachment parcticle

            /* GameObject skill_effect_go = Instantiate(skill_effect_prehab_, skill_effect_trans_);
             * skill_effect_go.transform.localPosition = Vector3.zero;
             * skill_effect_go.transform.localRotation = new Quaternion();
             */
            //スキルの効果を発動
            skill_action.Setuo(skill_info_);
            skill_action.Setvalue(skill_damage_);
            skill_action.Entity = battle_main_.UserList[0];
            skill_action.Target = battle_main_.UserList[0];
            battle_main_.AddAction(skill_action);
        }
        else if (skill_style_ == 2)
        {
            SkillDefence skill_deffence = this.gameObject.AddComponent <SkillDefence>();


            //スキルの効果を発動
            skill_deffence.Setuo(skill_info_);
            skill_deffence.Setvalue(skill_damage_);
            skill_deffence.Entity = battle_main_.UserList[0];
            skill_deffence.Target = battle_main_.UserList[0];
            battle_main_.AddAction(skill_deffence);
        }
        else if (skill_style_ == 3)
        {
            SkillDebuff skill_debuff = this.gameObject.AddComponent <SkillDebuff>();

            /*GameObject skill_effect_go = Instantiate(skill_effect_prehab_, skill_effect_trans_);
             * skill_effect_go.transform.localPosition = Vector3.zero;
             * skill_effect_go.transform.localRotation = new Quaternion();
             */
            //スキルの効果を発動
            skill_debuff.Setuo(skill_info_);
            skill_debuff.Setvalue(skill_damage_);
            skill_debuff.Entity = battle_main_.EnemyList[0];
            skill_debuff.Target = battle_main_.EnemyList[0];
            battle_main_.AddAction(skill_debuff);
        }
        else if (skill_style_ == 4)
        {
            SkillHeal skill_heal = this.gameObject.AddComponent <SkillHeal>();
            skill_heal.Setuo(skill_info_);
            skill_heal.Entity = battle_main_.UserList[0];
            skill_heal.Target = battle_main_.UserList[0];
            battle_main_.AddAction(skill_heal);
        }
        else if (skill_style_ == 0)
        {
            Debug.Log("null!");
        }


        if (skill_set_callback_ != null)
        {
            skill_set_callback_();
        }

        // スキル実行後はスキルの待機時間を設定
        skill_info_.CurrentWaitTurn = skill_info_.WaitTurn;
    }