/// <summary> /// パーティインターフェイスが拡張中かどうか /// </summary> /// <returns></returns> private float getInterfaceExtentionRate() { return(BattleParam.isShowPartyInterfaceSkillCost() ? 1.0f : 0.0f); }
void Update() { // 画面位置調整(アスペクト比) if (m_BattleLogic.m_InitialPhase >= BattleLogic.InitialPhase.QUEST_INIT) { adjustScreen(); } if (m_TopRightAnchor != null) { if (SafeAreaControl.HasInstance) { RectTransform rect_transform = m_TopRightAnchor.GetComponent <RectTransform>(); if (rect_transform != null) { rect_transform.anchoredPosition = new Vector2(320.0f, -SafeAreaControl.Instance.bar_height); } } } // チュートリアル更新 m_BattleTutorialManager.updateTutorial(Time.deltaTime); // オートプレイ m_BattleAutoPlay.update(Time.deltaTime); // タッチ乗っ取り時の手の表示 _updateOverrideTouchHand(); // パーティHP表示更新 if (BattleParam.m_PlayerParty != null) { BattleParam.m_PlayerParty.updateDispHp(Time.deltaTime); } switch (m_BattleScenePhase) { case BattleScenePhase.NOT_BATTLE: { if (m_IsChangeBattleScenePhase) { m_IsChangeBattleScenePhase = false; } // 手札エリアはオブジェクトの初期化が完了したら表示できる. bool is_show_hand_area = m_IsShowHandArea && m_BattleLogic.m_InitialPhase >= BattleLogic.InitialPhase.QUEST_INIT; m_PartsGroup1.SetActive(is_show_hand_area); m_PartsGroup2.SetActive(false); } return; //break; case BattleScenePhase.IN_BATTLE: if (m_IsChangeBattleScenePhase) { m_IsChangeBattleScenePhase = false; } m_PartsGroup1.SetActive(true); m_PartsGroup2.SetActive(true); break; } if (gameObject.IsActive()) { // エネミー詳細ウィンドウの制御 if (BattleParam.m_TargetEnemyWindow != InGameDefine.SELECT_NONE) { if (m_IsShowEnemyDetailWindow == false) { m_IsShowEnemyDetailWindow = true; if (m_EnemyDetailWindowObject == null) { if (m_EnemyDetailWindowPrefab != null) { m_EnemyDetailWindowObject = GameObject.Instantiate(m_EnemyDetailWindowPrefab); BattleSceneUtil.setRide(m_EnemyDetailWindowObject.transform, SceneObjReferGameMain.Instance.m_UIInstanceTargetWindowPosition.transform); } } if (m_EnemyDetailWindowObject != null) { m_EnemyDetailWindowObject.SetActive(true); } } else { if (m_EnemyDetailWindowObject == null || m_EnemyDetailWindowObject.IsNullOrInactive()) { BattleParam.m_TargetEnemyWindow = InGameDefine.SELECT_NONE; m_IsShowEnemyDetailWindow = false; m_EnemyDetailWindowObject = null; } } } // スキル成立時プレイヤーへ向かって飛んでいくエフェクト MasterDataDefineLabel.ElementType[,] elements = m_BattleLogic.m_SkillIconArea.getNewSkillElementInfo(); if (elements != null) { for (int field_idx = 0; field_idx < elements.GetLength(0); field_idx++) { for (int idx = 0; idx < (int)GlobalDefine.PartyCharaIndex.MAX; idx++) { MasterDataDefineLabel.ElementType element = elements[field_idx, idx]; if (element != MasterDataDefineLabel.ElementType.NONE) { Transform start_trans = m_BattleCardArea.GetComponent <BattleCardArea>().getEffectPosition(field_idx, BattleScene._BattleCardManager.EffectInfo.EffectPosition.FIELD_AREA); Transform goal_trans = m_BattleLogic.m_BattlePlayerPartyViewControl.getEffectTransform((GlobalDefine.PartyCharaIndex)idx); GameObject effect_obj = EffectManager.Instance.playEffect(SceneObjReferGameMain.Instance.m_EffectPrefab.m_SkillSetupNaught, Vector3.zero, Vector3.zero, start_trans, null); if (effect_obj != null) { effect_obj.transform.tweenToParent(goal_trans, 0.3f); } } } } } m_BattleLogic.m_SkillIconArea.clearNewSkillElementInfo(); } // ユーザー操作可能になってからの経過フレーム数 { BattleParam.BattlePhase phase = BattleParam.getBattlePhase(); if (phase == BattleParam.BattlePhase.INPUT || phase == BattleParam.BattlePhase.INPUT_HANDLING ) { m_InputEnableFrameCounter++; } else { m_InputEnableFrameCounter = 0; } } // 手札領域を暗くするマスクのオンオフ if (m_InputEnableFrameCounter >= 2) { m_CardMask.SetActive(false); } else { m_CardMask.SetActive(true); } // パーティUIの拡縮に応じたマスクコリジョンの制御 { float offset_y = 0.0f; if (BattleParam.IsKobetsuHP) { if (BattleParam.isShowPartyInterfaceSkillCost()) { offset_y += 0.1f; } if (BattleParam.isShowPartyInterfaceSkillTurn()) { offset_y += 0.1f; } } m_UIMask.transform.localPosition = new Vector3(0.0f, offset_y, 0.0f); } // ガイド表示 if (m_GuideDispTransform != null) { LocalSaveOption cOption = LocalSaveManager.Instance.LoadFuncOption(); if (cOption != null) { bool is_change = false; if (m_InputEnableFrameCounter >= 2) { if (m_GuideDispMode != cOption.m_OptionGuide) { is_change = true; m_GuideDispMode = cOption.m_OptionGuide; } } else { if (m_GuideDispMode != -1) { is_change = true; m_GuideDispMode = -1; } } if (is_change) { m_GuideDispTransform.gameObject.SetActive(m_GuideDispMode > 0); } } } }