//----------------------------------------------------------------------- /*! * @brief 単発アクション[初回]があるか確認 */ //----------------------------------------------------------------------- public MasterDataEnemyActionParam GetActionFirstAttack() { if (m_BattleEnemy == null) { return(null); } MasterDataParamEnemy enemyParam = m_BattleEnemy.getMasterDataParamEnemy(); if (enemyParam == null) { return(null); } //-------------------------------- // 指定フェイズにアクションが設定されているか //-------------------------------- if (enemyParam.act_first == 0) { return(null); } // return MasterDataUtil.GetMasterDataEnemyActionParam( enemyParam.act_first ); return(BattleParam.m_MasterDataCache.useEnemyActionParam((uint)enemyParam.act_first)); }
public static void outputEnemyParty(BattleEnemy[] enemy_party) { for (int idx_enemy = 0; idx_enemy < enemy_party.Length; idx_enemy++) { BattleEnemy battle_enemy = enemy_party[idx_enemy]; DebugBattleLog.writeText(DebugBattleLog.StrOpe + "敵情報(" + idx_enemy.ToString() + ")" + " EnemyFixID:" + battle_enemy.getMasterDataParamEnemy().fix_id.ToString() + " CharaFixID:" + battle_enemy.getMasterDataParamChara().fix_id.ToString() + " 属性:" + battle_enemy.getMasterDataParamChara().element.ToString() + " 種族1:" + battle_enemy.getMasterDataParamChara().kind.ToString() + " 種族2:" + battle_enemy.getMasterDataParamChara().sub_kind.ToString() + " [" + battle_enemy.getMasterDataParamChara().name + "]" ); uint[] enemy_abilitys = battle_enemy.getEnemyAbilitys(); for (int idx_ability = 0; idx_ability < enemy_abilitys.Length; idx_ability++) { uint ability_fix_id = enemy_abilitys[idx_ability]; if (ability_fix_id != 0) { string ability_name = ""; MasterDataEnemyAbility ability_master = BattleParam.m_MasterDataCache.useEnemyAbility(ability_fix_id); if (ability_master != null) { ability_name = ability_master.name; } DebugBattleLog.writeText(DebugBattleLog.StrOpe + " 特性" + (idx_ability + 1).ToString() + "(FixId:" + ability_fix_id.ToString() + "):" + ability_name ); } } DebugBattleLog.writeText(DebugBattleLog.StrOpe + " " + " HP:" + battle_enemy.m_EnemyHP.ToString() + "/" + battle_enemy.m_EnemyHPMax.ToString() + " SkillTurn:" + battle_enemy.m_EnemyTurn.ToString() + "/" + battle_enemy.m_EnemyTurnMax.ToString() ); // 状態変化 StatusAilmentChara ailment = battle_enemy.m_StatusAilmentChara; outputAilment(ailment); } }
private void setInfoToWorkMaster() { m_CallCount++; if (m_CurrentBattleEnemy != null && m_CurrentEnemyDispInfo != null) { MasterDataParamEnemy enemy_master = m_CurrentBattleEnemy.getMasterDataParamEnemy(); // このBattleEnemyの敵マスターは一時コピーなので書き換えてOK. enemy_master.pos_absolute = (m_CurrentEnemyDispInfo.m_IsUsePosition ? MasterDataDefineLabel.BoolType.ENABLE : MasterDataDefineLabel.BoolType.NONE); enemy_master.posx_offset = m_CurrentEnemyDispInfo.m_PositionX; enemy_master.posy_offset = m_CurrentEnemyDispInfo.m_PositionY; enemy_master.hp_gauge_type = m_CurrentEnemyDispInfo.m_HpGaugeType; enemy_master.hp_posx_offset = m_CurrentEnemyDispInfo.m_HpGaugeX; enemy_master.hp_posy_offset = m_CurrentEnemyDispInfo.m_HpGaugeY; enemy_master.target_pos_absolute = (m_CurrentEnemyDispInfo.m_IsUseTargetPosition ? (int)MasterDataDefineLabel.BoolType.ENABLE : (int)MasterDataDefineLabel.BoolType.NONE); enemy_master.target_posx_offset = m_CurrentEnemyDispInfo.m_TargetX; enemy_master.target_posy_offset = m_CurrentEnemyDispInfo.m_TargetY; } m_CallCount--; }
public void setupEnemyAbilityInfo(BattleEnemy enemy) { //-------------------------------- // エネミーマスターを取得 //-------------------------------- MasterDataParamEnemy enemyMaster = enemy.getMasterDataParamEnemy(); if (enemyMaster == null) { return; } AddAbilityInfo(GameTextUtil.GetText("battle_infotext2"), -1); // 特性を配列化 uint[] enemyAbility = enemy.getEnemyAbilitys(); int[] enemy_ability_turns = enemy.getEnemyAbilityTurns(); //-------------------------------- // 所持特性を全チェック //-------------------------------- bool is_write = false; for (int num = 0; num < enemyAbility.Length; ++num) { if (enemyAbility[num] == 0) { continue; } // 特性マスターを取得 MasterDataEnemyAbility abilityMaster = MasterDataUtil.GetEnemyAbilityParamFromID((int)enemyAbility[num]); if (abilityMaster == null) { continue; } // 表示文を取得 int enemy_ability_turn = enemy_ability_turns[num]; if (abilityMaster.name != "") { AddAbilityInfo(abilityMaster.name, enemy_ability_turn); enemy_ability_turn = 0; } if (abilityMaster.detail != "") { AddAbilityInfo(abilityMaster.detail, enemy_ability_turn); } is_write = true; } if (is_write) { // 何か敵特性があるときは、状態異常表示の前に空行がある AddAbilityInfo("", -1); } else { AddAbilityInfo("-", -1); } }