[SerializeField] private PieceList pieceList; // ピース情報 // Use this for initialization void Start() { EnemyParty = new DEFINE.Party( new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.SPADE, DEFINE.PUZZLE_PIECE_SUIT.SPADE), // リーダー new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.DIAMOND, DEFINE.PUZZLE_PIECE_SUIT.DIAMOND), // キャラ1(アイコン 左) new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.HEART, DEFINE.PUZZLE_PIECE_SUIT.HEART), // キャラ2(アイコン 中) new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.CLUB, DEFINE.PUZZLE_PIECE_SUIT.CLUB)); // キャラ3(アイコン 右) // パーティのライフを設定 PartyLife = EnemyParty.Chara_0.Life + EnemyParty.Chara_1.Life + EnemyParty.Chara_2.Life + EnemyParty.Chara_3.Life; PartyAttack = EnemyParty.Chara_0.Attack + EnemyParty.Chara_1.Attack + EnemyParty.Chara_2.Attack + EnemyParty.Chara_3.Attack; // 体力ゲージを設定 lifeGauge.SetGaugeMax(PartyLife); lifeGauge.SetGaugeValue(PartyLife); }
// スキルが発動しているかチェック public bool[] SkillCheckList(DEFINE.Party party, PieceList pieceList) { // スキル発動フラグ bool[] SkillFlag = { false, false, false, false }; // リストに入っているスート List <DEFINE.PUZZLE_PIECE_SUIT> SuitList = new List <DEFINE.PUZZLE_PIECE_SUIT>(); // パズルリストの情報を取得 List <GameObject> list = pieceList.GetRemovaleList(); // スート情報をリストに格納 for (int Cnt = 0; Cnt < list.Count; Cnt++) { SuitList.Add(list[Cnt].GetComponent <PuzzlePiece>().GetSuit()); } // スキルを比較 for (int Cnt = 0; Cnt < SuitList.Count - 1; Cnt++) { // リーダー if (party.Chara_0.Skill1 == SuitList[Cnt]) { if (party.Chara_0.Skill2 == SuitList[Cnt + 1]) { SkillFlag[0] = true; } } // キャラ1 if (party.Chara_1.Skill1 == SuitList[Cnt]) { if (party.Chara_1.Skill2 == SuitList[Cnt + 1]) { SkillFlag[1] = true; } } // キャラ2 if (party.Chara_2.Skill1 == SuitList[Cnt]) { if (party.Chara_2.Skill2 == SuitList[Cnt + 1]) { SkillFlag[2] = true; } } // キャラ3 if (party.Chara_3.Skill1 == SuitList[Cnt]) { if (party.Chara_3.Skill2 == SuitList[Cnt + 1]) { SkillFlag[3] = true; } } } // ピースのリストを初期化 pieceList.ListInit(); return(SkillFlag); }
private bool[] skillFlag = { false, false, false, false }; // スキルが発動しているか // Use this for initialization void Start() { // パーティの情報を取得 if (player != null) { party = player.GetPlayerParty(); } else if (enemy != null) { party = enemy.GetEnemyParty(); } // リーダー switch (party.Chara_0.Skill1) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[0].sprite = sprite[0]; image[1].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[0].sprite = sprite[2]; image[1].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[0].sprite = sprite[4]; image[1].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[0].sprite = sprite[6]; image[1].sprite = sprite[7]; break; } switch (party.Chara_0.Skill2) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[2].sprite = sprite[0]; image[3].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[2].sprite = sprite[2]; image[3].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[2].sprite = sprite[4]; image[3].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[2].sprite = sprite[6]; image[3].sprite = sprite[7]; break; } // キャラ1 switch (party.Chara_1.Skill1) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[4].sprite = sprite[0]; image[5].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[4].sprite = sprite[2]; image[5].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[4].sprite = sprite[4]; image[5].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[4].sprite = sprite[6]; image[5].sprite = sprite[7]; break; } switch (party.Chara_1.Skill2) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[6].sprite = sprite[0]; image[7].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[6].sprite = sprite[2]; image[7].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[6].sprite = sprite[4]; image[7].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[6].sprite = sprite[6]; image[7].sprite = sprite[7]; break; } // キャラ2 switch (party.Chara_2.Skill1) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[8].sprite = sprite[0]; image[9].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[8].sprite = sprite[2]; image[9].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[8].sprite = sprite[4]; image[9].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[8].sprite = sprite[6]; image[9].sprite = sprite[7]; break; } switch (party.Chara_2.Skill2) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[10].sprite = sprite[0]; image[11].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[10].sprite = sprite[2]; image[11].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[10].sprite = sprite[4]; image[11].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[10].sprite = sprite[6]; image[11].sprite = sprite[7]; break; } // キャラ3 switch (party.Chara_3.Skill1) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[12].sprite = sprite[0]; image[13].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[12].sprite = sprite[2]; image[13].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[12].sprite = sprite[4]; image[13].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[12].sprite = sprite[6]; image[13].sprite = sprite[7]; break; } switch (party.Chara_3.Skill2) { case DEFINE.PUZZLE_PIECE_SUIT.SPADE: image[14].sprite = sprite[0]; image[15].sprite = sprite[1]; break; case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND: image[14].sprite = sprite[2]; image[15].sprite = sprite[3]; break; case DEFINE.PUZZLE_PIECE_SUIT.HEART: image[14].sprite = sprite[4]; image[15].sprite = sprite[5]; break; case DEFINE.PUZZLE_PIECE_SUIT.CLUB: image[14].sprite = sprite[6]; image[15].sprite = sprite[7]; break; } // パズルの色を初期化 for (int Cnt = 1; Cnt < image.Length; Cnt += 2) { image[Cnt].color = Low; } }