GameObject determ; //決定した選択 public void init(two_flag animation, int num, string result, GameObject determ) { finish = animation; this.num = num; this.determ = determ; GetComponent <Text>().text = result; }
public void init(Player_Status player, two_flag finish, int num) { this.player = player; strength = player.HP; this.finish = finish; this.num = num; }
public create_Scheme_stage(two_flag animation, string name, string disc, Player_Status player) { Panel = UnityEngine.Object.Instantiate((GameObject)Resources.Load("scheme/stage/scheme_textpanel"), new Vector2(-1030, -220), Quaternion.identity); Character = UnityEngine.Object.Instantiate((GameObject)Resources.Load("scheme/stage/Scheme_player"), new Vector2(-850, 0), Quaternion.identity); Panel.GetComponent <scheme_player>().init(animation, "text"); Panel.GetComponent <scheme_player>().receive_name(name, disc); Character.GetComponent <scheme_player>().init(animation, "img"); Character.GetComponent <scheme_player>().receive_image(player.information); }
public void OK(Scheme scheme) //必殺技を選択したときの処理。必殺技を実行 { destroy(); two_flag animation = new two_flag(); animation.init(); new create_Scheme_stage(animation, scheme.Name, scheme.disc_stage, player); scheme.scheme(); battle = new Wait_anim(next, animation as inter_Animation); }
public Battle update() { First = BattleState.First_Player.determ.win_or_lose(BattleState.Second_Player.determ); Second = BattleState.Second_Player.determ.win_or_lose(BattleState.First_Player.determ); First.Win_Lose_Process(BattleState.First_Player, BattleState.Second_Player); Second.Win_Lose_Process(BattleState.Second_Player, BattleState.First_Player); stage(); animation = new two_flag(); animation.init(); first.GetComponent <Active_Result>().init(animation, 0, First.Result, determ[0]); second.GetComponent <Active_Result>().init(animation, 1, Second.Result, determ[1]); return(new Wait_anim(new Damage_stage(new Finish_Check(new Next_Prepare(new Next_Prepare(new Enhance_Excution(), BattleState.Second_Player), BattleState.First_Player))), animation as inter_Animation)); }
public Battle update() { if (player.Morale >= scheme.morale) { two_flag animation = new two_flag(); animation.init(); new create_Scheme_stage(animation, scheme.Name, scheme.disc_stage, player); scheme.scheme(); return(new Wait_anim(battle, animation as inter_Animation)); } battle.init(); return(battle); }
//体力バーの処理 public async void set(two_flag finish, int HP, int num) { GetComponent <Slider>().value = HP; await Task.Delay(1000); if (num == 0) { finish.first_notif = true; } if (num == 1) { finish.second_notif = true; } }
public Damage_stage(Battle next) { this.next = next; strength = new two_flag(); strength.init(); }
public void init(two_flag finish, string role) { this.finish = finish; this.role = role; }