public void setupCharaAilmentInfo(StatusAilmentChara ailmentChara) { AddAilmentInfo(GameTextUtil.GetText("battle_infotext1"), -1); int count = 1; for (int num = 0; num < (int)MasterDataDefineLabel.AilmentType.MAX; ++num) { if (ailmentChara.IsHavingAilment((MasterDataDefineLabel.AilmentType)num) == false) { continue; } int turn = 0; string detail = ""; // 残りターン数を取得 for (int n = 0; n < ailmentChara.GetAilmentCount(); ++n) { StatusAilment status_ailment = ailmentChara.GetAilment(n); if (status_ailment == null) { continue; } MasterDataDefineLabel.AilmentType type = status_ailment.nType; if (type != (MasterDataDefineLabel.AilmentType)num) { continue; } turn = status_ailment.nLife; MasterDataStatusAilmentParam master = MasterDataUtil.GetMasterDataStatusAilmentParam(status_ailment.nMasterDataStatusAilmentID); detail = master.detail; if (detail == "") { detail = master.name; } break; } AddAilmentInfo(detail, turn); ++count; } if (count == 1) { AddAilmentInfo("-", -1); } }
//------------------------------------------------------------------------ /*! * @brief アイコンリソースの名前を取得 * @param[in] EAILMENT_TYPE (eIcon) 状態異常ID * @return string [アイコンリソース名] */ //------------------------------------------------------------------------ // static public string GetResourceName( EAILMENT_TYPE eIcon ) { static public string GetResourceName(MasterDataDefineLabel.AilmentType ailment_type) { string resName = ""; switch (ailment_type) { case MasterDataDefineLabel.AilmentType.DEF_UP: resName = "defIncrease"; break; case MasterDataDefineLabel.AilmentType.DEF_DOWN: resName = "defDecrease"; break; case MasterDataDefineLabel.AilmentType.POISON: resName = "poison"; break; case MasterDataDefineLabel.AilmentType.PANIC: resName = "panic"; break; case MasterDataDefineLabel.AilmentType.HAPPY_TRESURE: resName = "happyTreasure"; break; case MasterDataDefineLabel.AilmentType.BATTLE_MONEY_UP: resName = "battleMoneyUP"; break; case MasterDataDefineLabel.AilmentType.FEAR: resName = "fear"; break; case MasterDataDefineLabel.AilmentType.TIMER: resName = "timer"; break; case MasterDataDefineLabel.AilmentType.TORCH: resName = "torch"; break; case MasterDataDefineLabel.AilmentType.DARK: resName = "dark"; break; case MasterDataDefineLabel.AilmentType.ALARM: resName = "alarm"; break; case MasterDataDefineLabel.AilmentType.ATK_UP: resName = "atkUp"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_FIRE: resName = "atkUpFire"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_WATER: resName = "atkUpWater"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_LIGHT: resName = "atkUpLight"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_DARK: resName = "atkUpDark"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_WIND: resName = "atkUpWind"; break; case MasterDataDefineLabel.AilmentType.ATK_UP_HEAL: resName = ""; break; case MasterDataDefineLabel.AilmentType.ATK_UP_NAUGHT: resName = "atkUpNone"; break; case MasterDataDefineLabel.AilmentType.DEF_UP_FIRE: resName = "Damage mitigation_fire"; break; //!< 防御力アップ[炎属性] case MasterDataDefineLabel.AilmentType.DEF_UP_WATER: resName = "Damage mitigation_water"; break; //!< 防御力アップ[水属性] case MasterDataDefineLabel.AilmentType.DEF_UP_LIGHT: resName = "Damage mitigation_light"; break; //!< 防御力アップ[光属性] case MasterDataDefineLabel.AilmentType.DEF_UP_DARK: resName = "Damage mitigation_dark"; break; //!< 防御力アップ[闇属性] case MasterDataDefineLabel.AilmentType.DEF_UP_WIND: resName = "Damage mitigation_wind"; break; //!< 防御力アップ[風属性] case MasterDataDefineLabel.AilmentType.DEF_UP_HEAL: resName = ""; break; //!< 防御力アップ[回復属性] case MasterDataDefineLabel.AilmentType.DEF_UP_NAUGHT: resName = "Damage mitigation_none"; break; //!< 防御力アップ[無属性] case MasterDataDefineLabel.AilmentType.ATK_UP_HUMAN: resName = "atkUpHuman"; break; //!< 攻撃力アップ[人間] case MasterDataDefineLabel.AilmentType.ATK_UP_DRAGON: resName = "atkUpDragon"; break; //!< 攻撃力アップ[ドラゴン] case MasterDataDefineLabel.AilmentType.ATK_UP_GOD: resName = "atkUpGod"; break; //!< 攻撃力アップ[神] case MasterDataDefineLabel.AilmentType.ATK_UP_DEMON: resName = "atkUpDemon"; break; //!< 攻撃力アップ[魔物] case MasterDataDefineLabel.AilmentType.ATK_UP_CREATURE: resName = "atkUpFairy"; break; //!< 攻撃力アップ[妖精] case MasterDataDefineLabel.AilmentType.ATK_UP_BEAST: resName = "atkUpBeast"; break; //!< 攻撃力アップ[獣] case MasterDataDefineLabel.AilmentType.ATK_UP_MACHINE: resName = "atkUpMachine"; break; //!< 攻撃力アップ[機械] case MasterDataDefineLabel.AilmentType.ATK_UP_EGG: resName = ""; break; //!< 攻撃力アップ[強化合成用] case MasterDataDefineLabel.AilmentType.PNL_HOLD_FIRE: resName = "panelFixFire"; break; //!< 属性固定[炎] case MasterDataDefineLabel.AilmentType.PNL_HOLD_WATER: resName = "panelFixWater"; break; //!< 属性固定[水] case MasterDataDefineLabel.AilmentType.PNL_HOLD_LIGHT: resName = "panelFixLight"; break; //!< 属性固定[光] case MasterDataDefineLabel.AilmentType.PNL_HOLD_DARK: resName = "panelFixDark"; break; //!< 属性固定[闇] case MasterDataDefineLabel.AilmentType.PNL_HOLD_WIND: resName = "panelFixWind"; break; //!< 属性固定[風] case MasterDataDefineLabel.AilmentType.PNL_HOLD_HEAL: resName = "panelFixHeal"; break; //!< 属性固定[回復] case MasterDataDefineLabel.AilmentType.PNL_HOLD_NAUGHT: resName = "panelFixNone"; break; //!< 属性固定[無] case MasterDataDefineLabel.AilmentType.SKILL_NOTUSE: resName = "AS_Prohibition"; break; //!< スキル使用禁止 case MasterDataDefineLabel.AilmentType.SKILL_HEALING: resName = ""; break; //!< スキル使用禁止 case MasterDataDefineLabel.AilmentType.ATK_DOWN: resName = "atkDown"; break; //!< 攻撃力ダウン case MasterDataDefineLabel.AilmentType.ATK_DOWN_FIRE: resName = "atkDownFire"; break; //!< 攻撃力ダウン【炎】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_WATER: resName = "atkDownWater"; break; //!< 攻撃力ダウン【水】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_LIGHT: resName = "atkDownLight"; break; //!< 攻撃力ダウン【光】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_DARK: resName = "atkDownDark"; break; //!< 攻撃力ダウン【闇】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_WIND: resName = "atkDownWind"; break; //!< 攻撃力ダウン【風】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_NAUGHT: resName = "atkDownNaught"; break; //!< 攻撃力ダウン【無】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_HEAL: resName = ""; break; //!< 攻撃力ダウン【回復】 case MasterDataDefineLabel.AilmentType.ATK_DOWN_GOD: resName = "atkDownGod"; break; //!< 攻撃力ダウン[神] case MasterDataDefineLabel.AilmentType.ATK_DOWN_BEAST: resName = "atkDownBeast"; break; //!< 攻撃力ダウン[獣] case MasterDataDefineLabel.AilmentType.ATK_DOWN_DEMON: resName = "atkDownDemon"; break; //!< 攻撃力ダウン[魔物] case MasterDataDefineLabel.AilmentType.ATK_DOWN_DRAGON: resName = "atkDownDragon"; break; //!< 攻撃力ダウン[ドラゴン] case MasterDataDefineLabel.AilmentType.ATK_DOWN_FAIRY: resName = "atkDownFairy"; break; //!< 攻撃力ダウン[妖精] case MasterDataDefineLabel.AilmentType.ATK_DOWN_HUMAN: resName = "atkDownHuman"; break; //!< 攻撃力ダウン[人間] case MasterDataDefineLabel.AilmentType.ATK_DOWN_MACHINE: resName = "atkDownMachine"; break; //!< 攻撃力ダウン[機械] case MasterDataDefineLabel.AilmentType.DEF_DMG_UP: resName = "damageUp"; break; //!< 被ダメアップ case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_FIRE: resName = "damageUpFire"; break; //!< 被ダメアップ【炎】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WATER: resName = "damageUpWater"; break; //!< 被ダメアップ【水】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_LIGHT: resName = "damageUpLight"; break; //!< 被ダメアップ【光】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_DARK: resName = "damageUpDark"; break; //!< 被ダメアップ【闇】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WIND: resName = "damageUpWind"; break; //!< 被ダメアップ【風】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_NAUGHT: resName = "damageUpNaught"; break; //!< 被ダメアップ【無】 case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_HEAL: resName = ""; break; //!< 被ダメアップ【回復】 case MasterDataDefineLabel.AilmentType.HANDCARD_DEFAULT: resName = "handCardDefault"; break; //!< 手札出現率デフォルト case MasterDataDefineLabel.AilmentType.POISON_MAXHP: resName = "poisonDeadly"; break; //!< 毒[最大HP割合] case MasterDataDefineLabel.AilmentType.NON_RECOVERY_ALL: resName = "nonRecoveryAll"; break; //!< 回復不可[全] case MasterDataDefineLabel.AilmentType.AUTO_PLAY_SKILL: resName = ""; break; default: break; } return(resName); }
public Sprite getSprite(MasterDataDefineLabel.AilmentType ailment_type) { Sprite ret_val = null; switch (ailment_type) { case MasterDataDefineLabel.AilmentType.DEF_UP: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_DOWN: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.POISON: ret_val = m_SpritePoison; break; case MasterDataDefineLabel.AilmentType.PANIC: ret_val = null; break; case MasterDataDefineLabel.AilmentType.HAPPY_TRESURE: ret_val = null; break; case MasterDataDefineLabel.AilmentType.BATTLE_MONEY_UP: ret_val = null; break; case MasterDataDefineLabel.AilmentType.FEAR: ret_val = m_SpriteTimerDown; break; case MasterDataDefineLabel.AilmentType.TIMER: ret_val = m_SpriteTimerUp; break; case MasterDataDefineLabel.AilmentType.TORCH: ret_val = null; break; case MasterDataDefineLabel.AilmentType.DARK: ret_val = m_SpriteDark; break; case MasterDataDefineLabel.AilmentType.ALARM: ret_val = null; break; case MasterDataDefineLabel.AilmentType.ATK_UP: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_FIRE: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_WATER: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_LIGHT: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_DARK: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_WIND: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_HEAL: ret_val = null; break; case MasterDataDefineLabel.AilmentType.ATK_UP_NAUGHT: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_FIRE: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_WATER: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_LIGHT: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_DARK: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_WIND: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.DEF_UP_HEAL: ret_val = null; break; //!< 防御力アップ[回復属性] case MasterDataDefineLabel.AilmentType.DEF_UP_NAUGHT: ret_val = m_SpriteDefUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_HUMAN: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_DRAGON: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_GOD: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_DEMON: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_CREATURE: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_BEAST: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_MACHINE: ret_val = m_SpriteAtkUp; break; case MasterDataDefineLabel.AilmentType.ATK_UP_EGG: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_FIRE: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_WATER: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_LIGHT: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_DARK: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_WIND: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_HEAL: ret_val = null; break; case MasterDataDefineLabel.AilmentType.PNL_HOLD_NAUGHT: ret_val = null; break; case MasterDataDefineLabel.AilmentType.SKILL_NOTUSE: ret_val = m_SpriteMute; break; case MasterDataDefineLabel.AilmentType.SKILL_HEALING: ret_val = null; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_FIRE: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_WATER: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_LIGHT: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_DARK: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_WIND: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_NAUGHT: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_HEAL: ret_val = null; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_GOD: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_BEAST: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_DEMON: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_DRAGON: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_FAIRY: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_HUMAN: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.ATK_DOWN_MACHINE: ret_val = m_SpriteAtkDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_FIRE: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WATER: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_LIGHT: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_DARK: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WIND: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_NAUGHT: ret_val = m_SpriteDefDown; break; case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_HEAL: ret_val = null; break; case MasterDataDefineLabel.AilmentType.HANDCARD_DEFAULT: ret_val = null; break; case MasterDataDefineLabel.AilmentType.POISON_MAXHP: ret_val = m_SpriteDeadlyPoison; break; //!< 毒[最大HP割合] case MasterDataDefineLabel.AilmentType.NON_RECOVERY_ALL: ret_val = null; break; case MasterDataDefineLabel.AilmentType.AUTO_PLAY_SKILL: ret_val = null; break; default: break; } return(ret_val); }