public void CreateSkillList(MasterDataHero master) { UnitSkillContext unit = new UnitSkillContext(); unit.setupHeroSkill((uint)master.default_skill_id, 0, 0, true); SkillList.Add(unit); }
public void SetDetail(PacketStructHero heroData) { ClearView(); if (heroData == null || heroData.hero_id == 0) { return; } MasterDataHero heroMaster = MasterFinder <MasterDataHero> .Instance.Find((int)heroData.hero_id); if (heroMaster == null) { return; } SetUpHeroName(heroData.hero_id); // 名前 MessageText = heroMaster.detail; // 詳細テキスト AssetBundler.Create().Set("hero_" + heroData.hero_id.ToString("0000"), "hero_" + heroData.hero_id.ToString("0000"), (o) => { Sprite[] sprite = o.AssetBundle.LoadAssetWithSubAssets <Sprite>("hero_" + heroData.hero_id.ToString("0000")); HeroImage = sprite[4]; }).Load(); //------------------------------------------------------------------ // グレードの設定 //------------------------------------------------------------------ m_GradeNum = heroData.level; MasterDataHeroLevel nextHeroLevelMaster = MasterFinder <MasterDataHeroLevel> .Instance.Find((int)heroData.level + 1); if (nextHeroLevelMaster != null) { m_NextGradeNum = nextHeroLevelMaster.exp_next_total - heroData.exp; } else { m_NextGradeNum = 0; } //------------------------------------------------------------------ // イラストレーター名 //------------------------------------------------------------------ /* * MasterDataIllustrator illustratorMaster = MasterFinder<MasterDataIllustrator>.Instance.Find((int)heroMaster.illustrator_id); * if (illustratorMaster != null) * { * IllustratorText = illustratorMaster.name; * } */ //------------------------------------------------------------------ // スキルの設定 //------------------------------------------------------------------ List <UnitSkillContext> skillList = new List <UnitSkillContext>(); UnitSkillContext skill = new UnitSkillContext(); skill.setupHeroSkill((uint)heroMaster.default_skill_id, 0, 0, true); skillList.Add(skill); Skills = skillList; }
public void SetDetail(PacketStructHero heroData, Action <HeroStoryListItemContext> _OnClickStoryItem) { ClearView(); if (heroData == null || heroData.hero_id == 0) { return; } MasterDataHero heroMaster = MasterFinder <MasterDataHero> .Instance.Find((int)heroData.hero_id); if (heroMaster == null) { return; } SetUpHeroName(heroData.hero_id); // 名前 MessageText = heroMaster.detail; // 詳細テキスト AssetBundler.Create().Set("hero_" + heroData.hero_id.ToString("0000"), "hero_" + heroData.hero_id.ToString("0000"), (o) => { Sprite[] sprite = o.AssetBundle.LoadAssetWithSubAssets <Sprite>("hero_" + heroData.hero_id.ToString("0000")); HeroImage = sprite[4]; }).Load(); //------------------------------------------------------------------ // グレードの設定 //------------------------------------------------------------------ m_GradeNum = heroData.level; MasterDataHeroLevel nextHeroLevelMaster = MasterFinder <MasterDataHeroLevel> .Instance.Find((int)heroData.level + 1); if (nextHeroLevelMaster != null) { m_NextGradeNum = nextHeroLevelMaster.exp_next_total - heroData.exp; } else { m_NextGradeNum = 0; } //------------------------------------------------------------------ // イラストレーター名 //------------------------------------------------------------------ MasterDataIllustrator illustratorMaster = MasterFinder <MasterDataIllustrator> .Instance.Find((int)heroMaster.illustrator_id); if (illustratorMaster != null) { IllustratorText = illustratorMaster.name; } //------------------------------------------------------------------ // スキルの設定 //------------------------------------------------------------------ List <UnitSkillContext> skillList = new List <UnitSkillContext>(); UnitSkillContext skill = new UnitSkillContext(); skill.setupHeroSkill((uint)heroMaster.default_skill_id, heroData.hero_id, m_GradeNum, true); skillList.Add(skill); Skills = skillList; //------------------------------------------------------------------ // ストーリの設定 //------------------------------------------------------------------ List <HeroStoryListItemContext> storyList = new List <HeroStoryListItemContext>(); for (int i = 0; i < 4; ++i) { var model = new ListItemModel((uint)i); HeroStoryListItemContext story = new HeroStoryListItemContext(model); story.StoryTitle = ""; storyList.Add(story); model.OnClicked += () => { _OnClickStoryItem(story); }; // TODO : 演出を入れるならそこに移動 model.Appear(); model.SkipAppearing(); } SetStory(storyList[0], (uint)heroData.hero_id); storyList[1].ContentText = ""; storyList[2].ContentText = ""; storyList[3].ContentText = ""; storyList[0].IsOpenStory = true; Stories = storyList; }
//---------------------------------------------------------------------------- /*! * @brief スキル発動ウィンドウOPEN * @param[in] GlobalDefine.PartyCharaIndex (charaIdx) キャラパーティインデックス * @param[in] uint (charaId) キャラID */ //---------------------------------------------------------------------------- public void OpenSkillMenu(GlobalDefine.PartyCharaIndex charaIdx, uint charaId, int turn, bool bSealed = false) { if (m_InGameMenuQuest2 == null) { return; } if (charaIdx == GlobalDefine.PartyCharaIndex.ERROR) { return; } // 既に開いてる場合 if (m_SkillMenuActive == true) { // 一旦初期化する if (InGameUtil.isQuest2() == true) { changePartyUnitParent(false); } if (m_CharaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_newSkill.setupHeroSkill(0); } else { m_newSkill.setupLimitBreakSkill(0, 0); } m_InGameMenuQuest2.Skill_menu_active = false; m_InGameMenuQuest2.Menu_bg_active = false; } m_SkillMenuActive = true; m_CharaIdx = charaIdx; uint skill_limitbreak = 0; uint limitbreak_lv = 0; if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { int unique_id = UserDataAdmin.Instance.m_StructPlayer.current_hero_id; for (int i = 0; i < UserDataAdmin.Instance.m_StructHeroList.Length; ++i) { if (UserDataAdmin.Instance.m_StructHeroList[i].unique_id == unique_id) { skill_limitbreak = (uint)UserDataAdmin.Instance.m_StructHeroList[i].current_skill_id; } } } else { MasterDataParamChara _master = InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaMasterDataParam; skill_limitbreak = _master.skill_limitbreak; limitbreak_lv = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaLBSLv; } if (m_newSkill == null) { m_newSkill = new UnitSkillContext(); m_InGameMenuQuest2.SkillList.Add(m_newSkill); } if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_newSkill.setupHeroSkill(skill_limitbreak); } else { m_newSkill.setupLimitBreakSkill(skill_limitbreak, limitbreak_lv); } m_InGameMenuQuest2.Skill_menu_active = true; m_InGameMenuQuest2.Menu_bg_active = true; changePartyUnitParent(true); SoundUtil.PlaySE(SEID.SE_BATLE_UI_OPEN); m_MenuButton.color = m_MenuButtonGray; m_OkDisable = false; m_InGameMenuQuest2.SkillMenuOkColor = Color.white; if (turn == 0) { if (bSealed == true) { m_InGameMenuQuest2.Skill_title_text = GameTextUtil.GetText("unit_action_01"); m_InGameMenuQuest2.IsBack = true; } else { m_InGameMenuQuest2.Skill_title_text = GameTextUtil.GetText("battle_infotext6"); m_InGameMenuQuest2.IsBack = false; if (charaIdx != GlobalDefine.PartyCharaIndex.HERO) { if (BattleSceneUtil.checkLimitBreak(BattleParam.m_PlayerParty, m_CharaIdx, BattleParam.m_EnemyParam, BattleParam.m_TargetEnemyCurrent) == false) { m_OkDisable = true; m_InGameMenuQuest2.SkillMenuOkColor = Color.gray; } } } } else { if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_InGameMenuQuest2.Skill_title_text = string.Format(GameTextUtil.GetText("hero_skill_hands_battle"), turn); } else { m_InGameMenuQuest2.Skill_title_text = string.Format(GameTextUtil.GetText("unit_skill_turn_battle"), turn); } m_InGameMenuQuest2.IsBack = true; } UnityUtil.SetObjectEnabled(m_MenuButtonMask, true); }