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); }
public Damage_stage(Battle next) { this.next = next; strength = new two_flag(); strength.init(); }