コード例 #1
0
 private DamagedStates __GetDamageEvent(DamageState_Battle before, DamageState_Battle after)
 {
     if (before != after)
     {
         if (after == DamageState_Battle.Shouha)
         {
             return(DamagedStates.Shouha);
         }
         if (after == DamageState_Battle.Tyuuha)
         {
             return(DamagedStates.Tyuuha);
         }
         if (after == DamageState_Battle.Taiha)
         {
             return(DamagedStates.Taiha);
         }
         if (after == DamageState_Battle.Gekichin)
         {
             ShipRecoveryType shipRecoveryType = Utils.__HasRecoveryItem__(this.SlotitemListBefore, this.SlotitemExBefore);
             if (shipRecoveryType == ShipRecoveryType.None)
             {
                 return(DamagedStates.Gekichin);
             }
             if (shipRecoveryType == ShipRecoveryType.Personnel)
             {
                 return(DamagedStates.Youin);
             }
             if (shipRecoveryType == ShipRecoveryType.Goddes)
             {
                 return(DamagedStates.Megami);
             }
         }
     }
     return(DamagedStates.None);
 }
コード例 #2
0
        private DamagedStates __GetDamageEvent(DamageState_Battle before, DamageState_Battle after)
        {
            if (before != after)
            {
                switch (after)
                {
                case DamageState_Battle.Shouha:
                    return(DamagedStates.Shouha);

                case DamageState_Battle.Tyuuha:
                    return(DamagedStates.Tyuuha);

                case DamageState_Battle.Taiha:
                    return(DamagedStates.Taiha);

                case DamageState_Battle.Gekichin:
                    switch (Utils.__HasRecoveryItem__(SlotitemListBefore, SlotitemExBefore))
                    {
                    case ShipRecoveryType.None:
                        return(DamagedStates.Gekichin);

                    case ShipRecoveryType.Personnel:
                        return(DamagedStates.Youin);

                    case ShipRecoveryType.Goddes:
                        return(DamagedStates.Megami);
                    }
                    break;
                }
            }
            return(DamagedStates.None);
        }
コード例 #3
0
        private DamagedStates _GetDamageEvent(DamageState_Battle before, DamageState_Battle pre_after, DamageState_Battle after)
        {
            DamagedStates damagedStates = this.__GetDamageEvent(before, after);

            if (this._rengeki && damagedStates == DamagedStates.Shouha && pre_after == DamageState_Battle.Shouha)
            {
                return(DamagedStates.None);
            }
            return(damagedStates);
        }
コード例 #4
0
        private DamagedStates _GetDamageEvent1(DamageState_Battle before, DamageState_Battle pre_after)
        {
            DamagedStates damagedStates = this.__GetDamageEvent(before, pre_after);

            if (damagedStates == DamagedStates.Shouha)
            {
                return(damagedStates);
            }
            return(DamagedStates.None);
        }
コード例 #5
0
        protected void SetShipIcons(DamageState_Battle iState, bool isGroundFacility, bool isEscape)
        {
            switch (iState)
            {
            case DamageState_Battle.Normal:
            {
                UISprite uiDamageMask = _uiDamageMask;
                float    alpha        = 0f;
                _uiDamageIcon.alpha = alpha;
                uiDamageMask.alpha  = alpha;
                break;
            }

            case DamageState_Battle.Shouha:
            {
                UISprite uiDamageMask2 = _uiDamageMask;
                float    alpha         = 1f;
                _uiDamageIcon.alpha      = alpha;
                uiDamageMask2.alpha      = alpha;
                _uiDamageMask.spriteName = "icon-ss_burned_shoha";
                _uiDamageIcon.spriteName = ((!isGroundFacility) ? "icon-ss_shoha" : "icon-ss_konran");
                break;
            }

            case DamageState_Battle.Tyuuha:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_chuha";
                _uiDamageIcon.spriteName = ((!isGroundFacility) ? "icon-ss_chuha" : "icon-ss_songai");
                break;

            case DamageState_Battle.Taiha:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_taiha";
                _uiDamageIcon.spriteName = ((!isGroundFacility) ? "icon-ss_taiha" : "icon-ss_sonsyo");
                break;

            case DamageState_Battle.Gekichin:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_taiha";
                _uiDamageIcon.spriteName = ((!isGroundFacility) ? "icon-ss_gekichin" : "icon-ss_hakai");
                break;
            }
            if (isEscape)
            {
                _uiDamageIcon.spriteName = "icon-ss_taihi";
                _uiDamageIcon.alpha      = 1f;
            }
        }
コード例 #6
0
ファイル: ShipUtils.cs プロジェクト: syncsyncsynchalt/BD-6Kr
        public static Vector3 GetShipOffsPos(ShipModel_Defender model, DamageState_Battle damageState, MstShipGraphColumn iColumn)
        {
            if (model == null)
            {
                return(Vector3.zero);
            }
            bool isDamaged = false;

            if (damageState == DamageState_Battle.Tyuuha || damageState == DamageState_Battle.Taiha || damageState == DamageState_Battle.Gekichin)
            {
                isDamaged = true;
            }
            return(GetShipOffsPos(model.GetGraphicsMstId(), model.IsFriend(), isDamaged, iColumn));
        }
コード例 #7
0
        public virtual void UpdateDamage(DamageState_Battle state, bool isEscape)
        {
            switch (state)
            {
            case DamageState_Battle.Normal:
                _uiDamageMask.alpha = 0f;
                _uiDamageIcon.alpha = 0f;
                break;

            case DamageState_Battle.Shouha:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_shoha";
                _uiDamageIcon.spriteName = "icon-ss_shoha";
                break;

            case DamageState_Battle.Tyuuha:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_chuha";
                _uiDamageIcon.spriteName = "icon-ss_chuha";
                break;

            case DamageState_Battle.Taiha:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_taiha";
                _uiDamageIcon.spriteName = "icon-ss_taiha";
                break;

            case DamageState_Battle.Gekichin:
                _uiDamageMask.alpha      = 1f;
                _uiDamageIcon.alpha      = 1f;
                _uiDamageMask.spriteName = "icon-ss_burned_taiha";
                _uiDamageIcon.spriteName = "icon-ss_gekichin";
                break;
            }
            if (isEscape)
            {
                _uiDamageIcon.spriteName = "icon-ss_taihi";
                _uiDamageIcon.alpha      = 1f;
            }
        }
コード例 #8
0
 protected virtual void SetShipBannerTexture(Texture2D texture, bool isDamaged, DamageState_Battle iState, bool isEscape)
 {
     _uiShipTexture.mainTexture = texture;
     _uiShipTexture.localSize   = ResourceManager.SHIP_TEXTURE_SIZE[(!isDamaged) ? 1 : 2];
     _uiShipTexture.shader      = GetBannerShader(iState, isEscape);
 }
コード例 #9
0
 protected Shader GetBannerShader(DamageState_Battle iState, bool isEscape)
 {
     return((iState != DamageState_Battle.Gekichin && !isEscape) ? SingletonMonoBehaviour <ResourceManager> .Instance.shader.shaderList[9] : SingletonMonoBehaviour <ResourceManager> .Instance.shader.shaderList[0]);
 }
コード例 #10
0
 protected bool _GetDamagedFlg(DamageState_Battle state)
 {
     return(state == DamageState_Battle.Tyuuha || state == DamageState_Battle.Taiha || state == DamageState_Battle.Gekichin);
 }