public void DeleteEnemyCharacterInBattleList(GameObject deleteObj) { enemyCharacterInBattleList.Remove(deleteObj); if (enemyCharacterInBattleList.Count == 0) { ShowMessage("敵が全滅"); battleIsOver = true; CharacterBattle characterBattleScript; foreach (var character in allCharacterList) { // 味方キャラクターの戦闘で増減したHPとMPを通常のステータスに反映させる characterBattleScript = character.GetComponent <CharacterBattle>(); if (characterBattleScript.GetCharacterStatus() as AllyStatus != null) { characterBattleScript.GetCharacterStatus().SetHp(characterBattleScript.GetHp()); characterBattleScript.GetCharacterStatus().SetMp(characterBattleScript.GetMp()); characterBattleScript.GetCharacterStatus().SetParalyze(characterBattleScript.IsNumbness()); characterBattleScript.GetCharacterStatus().SetPoisonState(characterBattleScript.IsPoison()); characterBattleScript.GetCharacterStatus().SetSilence(characterBattleScript.IsSilence()); } } // 勝利時の結果表示 battleResult.InitialProcessingOfVictoryResult(allCharacterList, allyCharacterInBattleList); } }
public void DeleteEnemyCharacterInBattleList(GameObject deleteObj) { enemyCharacterInBattleList.Remove(deleteObj); deleteObj.SetActive(false); if (enemyCharacterInBattleList.Count == 0) { Debug.Log("敵が全滅"); ShowMessage("敵が全滅"); battleIsOver = true; battleIsOver = true; playerUI.SetActive(false); CharacterBattleScript characterBattleScript; foreach (var character in allCharacterList) { // 味方キャラクターの戦闘で増減したHPとMPを通常のステータスに反映させる characterBattleScript = character.GetComponent <CharacterBattleScript>(); if (characterBattleScript.GetCharacterStatus() as AllyStatus != null) { characterBattleScript.GetCharacterStatus().SetHp(characterBattleScript.GetHp()); characterBattleScript.GetCharacterStatus().SetMp(characterBattleScript.GetMp()); characterBattleScript.GetCharacterStatus().SetNumbness(characterBattleScript.IsNumbness()); characterBattleScript.GetCharacterStatus().SetPoisonState(characterBattleScript.IsPoison()); } } // 勝利時の結果表示 battleResult.InitialProcessingOfVictoryResult(allCharacterList, allyCharacterInBattleList); } else { //選択対象のリセット foreach (GameObject allyCharacterInBattle in allyCharacterInBattleList) { CharacterStatus allyCharacterStatus = allyCharacterInBattle.GetComponent <CharacterBattleScript>().GetCharacterStatus(); if (nextActs[allyCharacterStatus.GetCharacterName()].targetChara == deleteObj) { nextActs[allyCharacterStatus.GetCharacterName()].targetChara = enemyCharacterInBattleList[0]; } } } }