void _SetCommand(CNewBattle battle, int nCmdNum, int targetIdx) { BattleCharacter PC = battle.GetPCs()[m_nCmdInputState]; //m_PCs[m_nCmdInputState]; switch (nCmdNum) { case 0: { Attack tmpCmd = new Attack(); tmpCmd.actor = PC; tmpCmd.target = battle.GetAllCharacters()[targetIdx]; //m_AllChars[targetIdx]; //m_CmdList[m_nCmdInputState] = tmpCmd; m_CmdList.Add(tmpCmd); break; } default: { Skill tmpCmd = new Skill(); tmpCmd.actor = PC; tmpCmd.target = PC; tmpCmd.skillID = 0; // 가만히 있기 //m_CmdList[m_nCmdInputState] = tmpCmd; m_CmdList.Add(tmpCmd); break; } } }
public void UpdateCharactersParams() { // 현재 전장의 상황을 출력 if (linesCharParams == null) { linesCharParams = new List <string>(); } linesCharParams.Clear(); foreach (BattleCharacter ch in battle.GetAllCharacters()) { if (ch.IsAlive()) { WriteLineToPCStateBox(string.Format("{0} : HP:{1}", ch.Name, ch.HP.ToString())); } else { WriteLineToPCStateBox(string.Format("{0} : is DEAD", ch.Name)); } } }