コード例 #1
0
 private void AdvanceTurn() //Does exactly what it says on the tin
 {
     if (AttackingTeam)
     {
         PostActionInfliction(ref CharacterParty[ActiveCharacter].StatusList, ref CharacterParty[ActiveCharacter].CurrentHealth);
         CharacterParty[ActiveCharacter].ModeDownCheck();
         ModeBarUpdate();
         if (ActiveCharacter + 1 == CharacterPartySize)
         {
             SwapActiveTeam();
         }
         else
         {
             ActiveCharacter++;
             CharacterParty[ActiveCharacter].ValueUpdate();
             CastCooldownDecrease(ref CharacterParty[ActiveCharacter].Commands);
             StatusHandler.Decrease(ref CharacterParty[ActiveCharacter].StatusList);
         }
         OptionSelected = false;
         CastSelected   = false;
         CastMenuToggle(false);
         ItemMenuToggle(false);
         OptionSelectMarker.transform.position += new Vector3(0, 32 * OptionID, 0); //moves the option select marker back to ATTACK
         OptionID       = 0;
         CastID         = 0;
         FriendlyTarget = ActiveCharacter;
     }
     else
     {
         PostActionInfliction(ref EnemyParty[ActiveEnemy].StatusList, ref EnemyParty[ActiveEnemy].CurrentHealth);
         if (ActiveEnemy + 1 == EnemyPartySize)
         {
             SwapActiveTeam();
         }
         else
         {
             ActiveEnemy++;
             EnemyParty[ActiveEnemy].ValueUpdate();
             CastCooldownDecrease(ref EnemyParty[ActiveEnemy].Commands);
             StatusHandler.Decrease(ref EnemyParty[ActiveEnemy].StatusList);
         }
     }
     SelectDelayReset();
     ModeBarUpdate();
 }
コード例 #2
0
 private void SwapActiveTeam()
 {
     ActiveCharacter = 0;
     ActiveEnemy     = 0;
     AttackingTeam   = !AttackingTeam;
     if (AttackingTeam)
     {
         CharacterParty[ActiveCharacter].ValueUpdate();
         CastCooldownDecrease(ref CharacterParty[ActiveCharacter].Commands);
         StatusHandler.Decrease(ref CharacterParty[ActiveCharacter].StatusList);
     }
     else
     {
         EnemyParty[ActiveEnemy].ValueUpdate();
         CastCooldownDecrease(ref EnemyParty[ActiveEnemy].Commands);
         StatusHandler.Decrease(ref EnemyParty[ActiveEnemy].StatusList);
     }
 }