// バトルマネージャーから呼ばれて動物セレクト画面の編成を反映 public void SetAnimalStatus() { // 編成情報を引っ張ってくる choiceParamator = GameObject.FindObjectOfType <ChoiceParamator>(); // 編成情報がなかったら作成 if (choiceParamator == null) { //Debug.Log("<color=red>"+ "入ってる"+ "</color>"); gameObject.AddComponent <ChoiceParamator>(); choiceParamator = GetComponent <ChoiceParamator>(); choiceParamator.SelectParamator[0, 0] = 0; choiceParamator.SelectParamator[1, 0] = 1; choiceParamator.SelectParamator[2, 0] = 2; } // 出撃する動物たちのPrefabを設定 for (int i = 0; i < 3; i++) { animals[i * 3] = unitTable.AnimalTable[choiceParamator.SelectParamator[i, 0]].typeStatuses[choiceParamator.SelectParamator[i, 1]].Animal; animals[i * 3 + 1] = unitTable.AnimalTable[choiceParamator.SelectParamator[i, 0]].typeStatuses[choiceParamator.SelectParamator[i, 2]].Animal; animals[i * 3 + 2] = unitTable.AnimalTable[choiceParamator.SelectParamator[i, 0]].typeStatuses[choiceParamator.SelectParamator[i, 3]].Animal; } GetComponent <SpawnManager>().SetAnimalsPrefab(animals); // 編成情報を動物ボタンに反映 for (int i = 0; i < 3; i++) { // 動物画像の反映 AnimalButtons[i].transform.GetChild(0).GetComponent <Image>().sprite = unitTable.AnimalTable[choiceParamator.SelectParamator[i, 0]].AnimalImage; // 動物のコスト設定 AnimalButtons[i].GetComponent <AnimalButtonScript>().SetCost(unitTable.AnimalTable[choiceParamator.SelectParamator[i, 0]].AnimalCost); } }
void Start() { TimeText.text = Timelimit.ToString("F0"); DefaultTimeLimit = Timelimit; StartCoroutine(ReadyGo()); spawnManager = FindObjectOfType <SpawnManager>(); choiceParamator = FindObjectOfType <ChoiceParamator>(); }
//パラメーターあげます public void PassParamator() { if (WindowStationary) { ChoiceParamator _ChoiceParamator = GameObject.Find("ChoiceParamator").GetComponent <ChoiceParamator>(); _ChoiceParamator.SelectParamator = AnimalAndWeaponList; string str; for (int i1 = 0; i1 < 3; i1++) { str = ""; for (int i2 = 0; i2 < 4; i2++) { str = str + AnimalAndWeaponList[i1, i2]; } Debug.Log(str); } AudioManager.Instance.PlayBgm(1); } //動物Id //0:うさぎ //1:ふくろう //2:ぞう //3:ぺんぎん(未実装) //武器Id //0:剣 //1;盾 //2:弓 //3:斧(未実装) /* * for (int i = 0; i < 3; i++) * { * Debug.Log("No.1_" + _ChoiceParamator.SelectParamator[i, 0] + "," + _ChoiceParamator.SelectParamator[i, 1] + "," + _ChoiceParamator.SelectParamator[i, 2] + "," + _ChoiceParamator.SelectParamator[i, 3]); * } * //*/ }