/// <summary> /// ターゲットを保存する /// </summary> /// <param name="isInvolve">ターゲットが指定されていても巻き込み設定がtrueの場合ターゲットに加える</param> public void ApplyTarget(Chara.ICharaController target, bool isInvolve) { var effectEntity = _skill.Effect; switch (effectEntity.Target) { // 関係なく登録 case Const.TargetType.All: { _onTargetSubject.OnNext(target); } break; case Const.TargetType.Ally: case Const.TargetType.Enemy: { if (!isInvolve) { var targetCharaType = _chara.Model.ConvertTargetCharaType(effectEntity.Target); if (targetCharaType != target.Model.CharaType) { break; } } _onTargetSubject.OnNext(target); } break; } }
public void SetChara(Chara.ICharaController chara, int level) { var tilemap = FindTilemap(level); var mapData = _model.FindMapData(level); var charaModel = chara.Model; var charaView = chara.View; charaModel.SetMapLevel(level, mapData); charaView.gameObject.SetActive(true); switch (charaModel.CharaType) { case Chara.CharaType.Player: charaView.transform.SetParent(_view.PlayerRoot, worldPositionStays: false); break; case Chara.CharaType.Enemy: _view.SetEnemy(charaView, level); break; default: Utility.Log.Error($"キャラタイプが設定されていません"); break; } chara.SetTilemap(tilemap, level); }
public virtual async UniTask ExecuteAsync(Chara.ICharaController unit, Utility.Async.WorkTimeAwaiter timeAwaiter) { _unit = unit; _tileDataMap = null; _roomData = null; await ExexuteInternalAsync(timeAwaiter); }
public void Setup(Chara.ICharaController chara, SkillMaster skill, Map.SearchResult result) { _chara = chara; _skill = skill; _searchResult = result; // ターゲットの方を向く chara.Model.SetDirection(result.Dir.ToVec2Int()); _impl = _diContainer.Instantiate <SkillCreateImpl>(); _impl.Setup(chara, skill, _searchResult); }
private List <Chara.ICharaController> _deadChara = new List <ICharaController>(); // 死んだキャラ #endregion #region プロパティ #endregion #region コンストラクタ, デストラクタ #endregion #region public, protected 関数 public void Setup(Chara.ICharaController unit, List <Chara.ICharaController> deadChara) { _unit = unit; _deadChara = deadChara; }
public void Setup(Chara.ICharaController chara) { _chara = chara; }
public void SetChara(Chara.ICharaController unit, bool ignoreIfNoTarget, in Vector2Int targetPos)
public void SetTarget(Chara.ICharaController target) { //_target = target; }
public void Setup(Chara.ICharaController chara, SkillMaster skill) { Setup(chara, skill, null); }
public void Setup(Chara.ICharaController chara, SkillDamageEntity entity, List <Chara.ICharaController> targets) { _chara = chara; _entity = entity; _targets = targets; }
public void Setup(Chara.ICharaController chara, SkillMaster skill, Map.SearchResult result) { _chara = chara; _skill = skill; _searchResult = result; }
public void Setup(Chara.ICharaController chara, SkillHealEntity entity) { _chara = chara; _entity = entity; }
public void Setup(Chara.ICharaController chara, int exp) { _chara = chara; _exp = exp; }
public void SetCharaViewInCurrentMap(Chara.ICharaController chara) => SetChara(chara, _model.CurrentMapIndex);
public void Setup(Chara.ICharaController chara) { _enemy = chara as Chara.EnemyControl; }