コード例 #1
0
        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;
        }
コード例 #2
0
 public void init(Player_Status player, two_flag finish, int num)
 {
     this.player = player;
     strength    = player.HP;
     this.finish = finish;
     this.num    = num;
 }
コード例 #3
0
 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);
 }
コード例 #4
0
        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);
        }
コード例 #5
0
 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));
 }
コード例 #6
0
 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);
 }
コード例 #7
0
ファイル: Bar.cs プロジェクト: puyopuyo01/Game-in-Unity
        //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;
            }
        }
コード例 #8
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 public Damage_stage(Battle next)
 {
     this.next = next;
     strength  = new two_flag();
     strength.init();
 }
コード例 #9
0
 public void init(two_flag finish, string role)
 {
     this.finish = finish;
     this.role   = role;
 }