コード例 #1
0
ファイル: HealItem.cs プロジェクト: moto2002/Pioneer
 public void use(IPlayable user)
 {
     Debug.Log("into use " + user.getHp());
     user.healed(HEAL, ATTRIBUTE);
     Debug.Log("outto use " + user.getHp());
     observer.usedItem();
 }
コード例 #2
0
        /// <summary>
        /// キャラクターのパラメータを表示せます
        /// </summary>
        /// <param name="character">表示させたいキャラクター</param>
        public void setCharacter(IPlayable character)
        {
            nameText.text = character.getName();

            parameterView.setAbilities(character.getLevel(), character.getBattleAbilities(), character.getFriendlyAbilities());

            var weapon = character.getWeapon();

            weaponText.text = (weapon != null) ?  "E:" + weapon.getName() : "武器非装備";
            var armor = character.getArmor();

            armorText.text = (armor != null) ? "E:" + armor.getName() : "防具非装備";

            hpBar.fillAmount = (float)character.getHp() / (float)character.getMaxHp();
            mpBar.fillAmount = (float)character.getMp() / (float)character.getMaxMp();
            hpValue.text     = character.getHp() + "/" + character.getMaxHp();
            mpValue.text     = character.getMp() + "/" + character.getMaxMp();

            metalText.text += (character is Player) ? ((Player)character).getMetal() + "mt" : "なし";
        }
コード例 #3
0
        // Update is called once per frame
        void Update()
        {
            if (player.getHp() <= 0)
            {
                BattleManager.getInstance().deadCharacter(player);
            }
            else
            {
                if (Input.GetKeyDown(KeyCode.Space))
                {
                    BattleManager.getInstance().changeProgressing();
                }

                if (moving)
                {
                    if (Input.GetKeyDown(reactionKeyCode) && needToReaction && !reactionInputed)
                    {
                        inputReactionSkillList();
                    }

                    if (needToReaction)
                    {
                        reactionState();
                    }
                    if (battleState == BattleState.ACTION)
                    {
                        actionState();
                    }

                    if (battleState == BattleState.IDLE)
                    {
                        idleState();
                    }
                    else if (battleState == BattleState.DELAY)
                    {
                        delayState();
                    }
                }
            }
        }