public void CalcurlateNumber( BattleCharacter member ) { Development.TODO( "攻撃回数の計算処理の実装." ); this.Number = Random.Range( 0, 100 ) < 10 ? 2 : 1; //this.Number = 2; }
/// <summary> /// 通常攻撃のダメージ計算. /// </summary> /// <returns>The damage.</returns> /// <param name="executer">Executer.</param> /// <param name="target">Target.</param> /// <param name="isCritical">If set to <c>true</c> is critical.</param> public static int UsuallyDamage( BattleCharacter executer, BattleCharacter target, bool isCritical ) { int result = (2 * executer.InstanceData.strength - target.InstanceData.defence) / 4; result += Mathf.FloorToInt( ((float)result / 10.0f) * Random.Range( -1.0f, 1.0f ) ); if( isCritical ) { result *= 2; } result = result <= 0 ? 1 : result; return result; }
private void SetTargetCharacter() { this.targetCharacter = null; for( int i=this.targetId,imax=this.targetGroup.Count; i<imax; i++ ) { this.targetId++; if( this.targetGroup.List[i].IsDead ) { continue; } this.targetCharacter = this.targetGroup[i]; break; } }
public void Add( BattleCharacter data ) { if( this.List.Count <= 0 ) { var groupElement = new Group(); groupElement.Add( data ); this.List.Add( groupElement ); } else { var groupElement = this.List[this.List.Count - 1]; if( groupElement[0].InstanceData.id == data.InstanceData.id ) { groupElement.Add( data ); } else { groupElement = new Group(); groupElement.Add( data ); this.List.Add( groupElement ); } } }
public void Add( BattleCharacter data ) { this.List.Add( data ); this.GroupList.Add( data ); }
public CommandImpactData( BattleCharacter target ) { this.Target = target; }