コード例 #1
0
    public void OnAutoPlayButton()
    {
        if (BattleParam.IsTutorial())
        {
            return; // チュートリアル中は押せなくする
        }

        switch (BattleParam.getAutoPlayState())
        {
        case BattleParam.AutoPlayState.OFF:
            SoundUtil.PlaySE(SEID.SE_MENU_OK);
            BattleParam.setAutoPlayState(BattleParam.AutoPlayState.ON);
            break;

        case BattleParam.AutoPlayState.ON:
            SoundUtil.PlaySE(SEID.SE_MENU_OK);
            BattleParam.setAutoPlayState(BattleParam.AutoPlayState.OFF);
            break;
        }
    }
コード例 #2
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	Unity固有処理:更新処理	※定期処理
     */
    //----------------------------------------------------------------------------
    void Update()
    {
        if (m_WaitTime > 0)
        {
            m_WaitTime -= Time.deltaTime;
            if (m_WaitTime <= 0)
            {
                m_WaitTime         = 0;
                Total_hands_active = false;
            }
        }
        if (m_PartyAilmentIndex >= 0)
        {
            Timer_active         = false;
            Timer_minus_active   = false;
            Skill_Invalid_active = false;
            bool change_index = false;
            if (m_PartyAilmentTurn[m_PartyAilmentIndex] > 0)
            {
                m_PartyAilmentTime -= Time.deltaTime;
                if (m_PartyAilmentTime <= 0)
                {
                    m_PartyAilmentTime += PARTY_AILMENT_TIME;
                    change_index        = true;
                }
            }
            else
            {
                change_index = true;
            }
            if (change_index == true)
            {
                int index = m_PartyAilmentIndex;
                do
                {
                    ++index;
                    if (index >= (int)PartyAilmentType.Max)
                    {
                        index = 0;
                    }
                    if (m_PartyAilmentTurn[index] > 0)
                    {
                        break;
                    }
                } while (index != m_PartyAilmentIndex);
                if (m_PartyAilmentIndex != index)
                {
                    m_PartyAilmentIndex = index;
                }
                else
                {
                    if (m_PartyAilmentTurn[(int)m_PartyAilmentIndex] <= 0)
                    {
                        m_PartyAilmentIndex = -1;
                    }
                }
            }
            switch ((PartyAilmentType)m_PartyAilmentIndex)
            {
            case PartyAilmentType.TimePlus:
            {
                Timer_active = true;
                Timer_count  = m_PartyAilmentTurn[m_PartyAilmentIndex].ToString("00");
            }
            break;

            case PartyAilmentType.TimeMinus:
            {
                Timer_minus_active = true;
                Timer_minus_count  = m_PartyAilmentTurn[m_PartyAilmentIndex].ToString("00");
            }
            break;

            case PartyAilmentType.HandChance:
            {
                Skill_Invalid_active = true;
                Skill_Invalid_count  = m_PartyAilmentTurn[m_PartyAilmentIndex].ToString("00");
            }
            break;

            default:
                break;
            }
        }

        // オートプレイボタンの表示を更新
        {
            BattleParam.AutoPlayState auto_play_state = BattleParam.getAutoPlayState();

            if (auto_play_state == BattleParam.AutoPlayState.CANCEL)
            {
                if (m_AutoPlayButtonCancelTimer <= 0.0f)
                {
                    m_AutoPlayButtonCancelTimer = 0.5f;
                }
                else
                {
                    m_AutoPlayButtonCancelTimer -= Time.deltaTime;
                    if (m_AutoPlayButtonCancelTimer <= 0.0f)
                    {
                        m_AutoPlayButtonCancelTimer = 0.0f;
                        BattleParam.setAutoPlayState(BattleParam.AutoPlayState.OFF);
                        auto_play_state = BattleParam.AutoPlayState.OFF;
                    }
                }
            }

            if (auto_play_state != m_AutoPlayButtonState)
            {
                m_AutoPlayButtonState = auto_play_state;

                switch (m_AutoPlayButtonState)
                {
                case BattleParam.AutoPlayState.ON:
                    IsActiveAutoPlayOnButton  = true;
                    IsActiveAutoPlayOffButton = true;
                    IsActiveAutoPlayNgButton  = false;
                    if (m_AutoButtonOnAnimation.isPlaying == false)
                    {
                        m_AutoButtonOnAnimation.Play();
                    }

                    break;

                case BattleParam.AutoPlayState.OFF:
                    IsActiveAutoPlayOnButton  = false;
                    IsActiveAutoPlayOffButton = true;
                    IsActiveAutoPlayNgButton  = false;
                    if (m_AutoButtonOnAnimation.isPlaying)
                    {
                        m_AutoButtonOnAnimation.Stop();
                    }
                    break;

                default:
                    IsActiveAutoPlayOnButton  = false;
                    IsActiveAutoPlayOffButton = false;
                    IsActiveAutoPlayNgButton  = true;
                    break;
                }
            }
        }
    }