void ImproveAction(PlayerStatusModel.PlayerStatus player) { Debug.Log(" Enter method ImproveAction:" + gameObject.tag.ToString()); player.TakeTime -= 1; switch (player.SelectedAction) { case eSecondAction.work: player.Money += 750; player.Stamina -= 2; break; case eSecondAction.shapeup: player.Stamina -= 2; if (player.TakeTime == 0) { player.MaxStamina += 5; // 最終日に上限値上げる } break; case eSecondAction.looks: player.Looks += 10; break; case eSecondAction.rest: player.Stamina += 5; break; case eSecondAction.talk: TalkEvent(); break; } }
void AppealAction(PlayerStatusModel.PlayerStatus player) { Debug.Log(" Enter method AppealAction:" + gameObject.tag.ToString()); if (gameObject.tag == "p1") { GameObject selectBoxes = GameObject.FindWithTag("p1_selectBoxes"); selectBoxes.transform.Translate(5, 0, 0); } else if (gameObject.tag == "p2") { GameObject selectBoxes = GameObject.FindWithTag("p2_selectBoxes"); selectBoxes.transform.Translate(5, 0, 0); } }
void ChangeBackground(PlayerStatusModel.PlayerStatus player) { // SpriteRenderのspriteを設定済みの他のspriteに変更 switch (player.SelectedAction) { case ActionPhaseController.eSecondAction.work: MainSpriteRenderer.sprite = WorkSprite; break; case ActionPhaseController.eSecondAction.rest: MainSpriteRenderer.sprite = RestSprite; break; case ActionPhaseController.eSecondAction.looks: MainSpriteRenderer.sprite = LooksSprite; break; case ActionPhaseController.eSecondAction.shapeup: MainSpriteRenderer.sprite = ShapeSprite; break; case ActionPhaseController.eSecondAction.talk: MainSpriteRenderer.sprite = MorningSprite; break; case ActionPhaseController.eSecondAction.present: MainSpriteRenderer.sprite = EveningSprite; break; case ActionPhaseController.eSecondAction.date: MainSpriteRenderer.sprite = NightSprite; break; case ActionPhaseController.eSecondAction.gossip: MainSpriteRenderer.sprite = MorningSprite; break; case ActionPhaseController.eSecondAction.challenge: MainSpriteRenderer.sprite = EveningSprite; break; case ActionPhaseController.eSecondAction.curse: MainSpriteRenderer.sprite = NightSprite; break; default: break; } }
//最終的な合計のスコアを計算する関数 int StatusCal(int heroineNum, PlayerStatusModel.PlayerStatus player) { if (heroineNum == 0) { return(player.Love * 5 + player.MaxStamina * 3 + player.Looks + player.Money); } else if (heroineNum == 1) { return(player.Love * 5 + player.MaxStamina + player.Looks * 3 + player.Money); } else { return(player.Love * 5 + player.MaxStamina + player.Looks + player.Money * 3); } }
void SetPurpose(PlayerStatusModel.PlayerStatus player) { switch (player.SelectedAction) { case eSecondAction.work: player.SelectedPurpose = eFirstAction.improve; break; case eSecondAction.shapeup: player.SelectedPurpose = eFirstAction.improve; break; case eSecondAction.looks: player.SelectedPurpose = eFirstAction.improve; break; case eSecondAction.rest: player.SelectedPurpose = eFirstAction.improve; break; case eSecondAction.talk: player.SelectedPurpose = eFirstAction.appeal; break; case eSecondAction.present: player.SelectedPurpose = eFirstAction.appeal; break; case eSecondAction.date: player.SelectedPurpose = eFirstAction.appeal; break; case eSecondAction.gossip: player.SelectedPurpose = eFirstAction.disturb; break; case eSecondAction.challenge: player.SelectedPurpose = eFirstAction.disturb; break; case eSecondAction.curse: player.SelectedPurpose = eFirstAction.disturb; break; } }
void DisturbAction(PlayerStatusModel.PlayerStatus player) { }