コード例 #1
0
 public void OnPushButtonRetire()
 {
     if (m_ScenePhase == ScenePhase.BATTILING)
     {
         BattleParam.endBattleScene();
         m_ScenePhase = ScenePhase.INIT;
     }
 }
コード例 #2
0
    /// <summary>
    /// 中断復帰でバトルスタート
    /// </summary>
    public void OnPushButtonStartRestore()
    {
        if (m_ScenePhase == ScenePhase.PLAYER_SETUP_WAIT)
        {
            InGameUtil.SetLocalData();

            m_ScenePhase = ScenePhase.INIT_PLAYER;
        }
    }
コード例 #3
0
ファイル: Generator.cs プロジェクト: zhichaoxi2006/DangIt
        public ConfigNode Generate(ScenePhase phase, ConfigNode kerbalData)
        {
            ConfigNode perksNode = new ConfigNode(NodeName);

            float stupidity    = DangIt.Parse <float>(kerbalData.GetValue("stupidity"), 0.5f);
            float intelligence = 1 - stupidity;

            // Generate a random perk for each perk type
            foreach (Specialty spec in Enum.GetValues(typeof(Specialty)))
            {
                SkillLevel level = (SkillLevel)((int)Math.Floor(UnityEngine.Random.Range(0f, intelligence) / 0.25f));
                Perk       perk  = new Perk(spec, level);
                perksNode.AddNode(perk.ToNode());
            }

            return(perksNode);
        }
コード例 #4
0
    // Update is called once per frame
    void Update()
    {
        switch (m_ScenePhase)
        {
        case ScenePhase.START:
            MasterDataEnemyGroup[] master_data_array = BattleParam.m_MasterDataCache.getAllEnemyGroup();
            if (master_data_array != null)
            {
                m_IsEnableEnemyUI = true;
            }
            initPlayerParty1();

            m_ScenePhase = ScenePhase.INIT;
            break;

        case ScenePhase.INIT:
            m_ScenePhase = ScenePhase.PLAYER_SETUP;
            break;

        case ScenePhase.PLAYER_SETUP:
            setup_for_screen();
            m_ScenePhase = ScenePhase.PLAYER_SETUP_WAIT;
            break;

        case ScenePhase.PLAYER_SETUP_WAIT:
            // OnPushButtonStart() が呼ばれれば進む.
            update_setup_ui();
            break;

        case ScenePhase.INIT_PLAYER:
            BattleParam.m_MasterDataCache.clearCachePlayerAll();
            BattleParam.m_MasterDataCache.clearCacheEnemyAll();
            setup_from_screen();
            initPlayerParty2();

            BattleParam.QuestInitialize(null);

            m_ScenePhase = ScenePhase.INIT_ENEMY;
            break;

        case ScenePhase.INIT_ENEMY:
            resetBattleRequest();
            createBattleRequest();
            m_ScenePhase = ScenePhase.INIT_BATTLE_MANAGER;
            break;

        case ScenePhase.INIT_BATTLE_MANAGER:
        {
            GameObject effect_prefab = Resources.Load <GameObject>("Prefab/BattleScene/InGameEffectPrefab");
            GameObject effect_obj    = Instantiate(effect_prefab);      // effect_prefabのコンポーネントを書き換えると以前に書き換えた情報が残っているので別オブジェクトを一回生成
            SceneObjReferGameMainEffect effect_assign = effect_obj.GetComponent <SceneObjReferGameMainEffect>();
            SceneObjReferGameMain.Instance.setEffectAssignObj(effect_assign);
        }
            BattleParam.BattleInitialize(BattleParam.m_BattleRequest, null);
            BattleParam.setKensyoParam(m_SkillTurnCondition, m_KobetsuHP_EnemyAtkRate, m_KobetsuHPEnemyAttackAll, m_KobetsuHPEnemyTargetHate);
            BattleParam.BattleStart();
            m_ScenePhase = ScenePhase.BATTILING;
            break;

        case ScenePhase.BATTILING:
            if (BattleParam.getBattlePhase() == BattleParam.BattlePhase.NOT_BATTLE)
            {
                // クリアした
                bool is_next_battle = createBattleRequest();
                if (is_next_battle)
                {
                    // 次の戦闘がある
                    m_ScenePhase = ScenePhase.INIT_BATTLE_MANAGER;
                }
                else
                {
                    // 終了
                    BattleParam.endBattleScene();
                    m_ScenePhase = ScenePhase.INIT;
                }
            }
            if (BattleParam.getBattlePhase() == BattleParam.BattlePhase.RETIRE)
            {
                // ゲームオーバー
                BattleParam.endBattleScene();
                m_ScenePhase = ScenePhase.INIT;
            }
            break;

        default:
            break;
        }
    }
コード例 #5
0
ファイル: Generator.cs プロジェクト: zhichaoxi2006/DangIt
 public bool MustRun(ScenePhase phase, ConfigNode kerbalData)
 {
     return(!kerbalData.HasNode(NodeName));
 }