/// <summary> /// スキル「リロード」使用時 /// </summary> private void MyTurn_Reload() { OperatePlayerData.SetPlayerData("5", GetXMLQueryKey_PlayerData.PlayerBullet()); Texture2D texture_BulletIcon = Resources.Load("BulletIcon") as Texture2D; Texture2D texture_BulletIcon_NoImage = Resources.Load("NoImage") as Texture2D; GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon, new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height), Vector2.zero); GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerName()) + "はリロードした!\n残弾数が回復した!"; StartCoroutine(GameManager.WaitTime_1()); }
/// <summary> /// 自分のターン 通常攻撃 /// </summary> private void MyTurn_NormalAttack() { int intBullet = int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerBullet())); string strBullet = Convert.ToString(intBullet - 1); OperatePlayerData.SetPlayerData(strBullet, GetXMLQueryKey_PlayerData.PlayerBullet()); var query_Player = (from x in BattleStaticValiable.xdoc.Descendants("Player") select x).Single(); var query_Enemy = (from x in BattleStaticValiable.xdoc2.Descendants("Enemy") where x.Element("BattleNo").Value == GameManager.TargetFlg select x).Single(); int PlayerAttackValue = int.Parse(query_Player.Element("PlayerAttackValue_OnBattle").Value); int EnemyDiffenceValue = int.Parse(query_Enemy.Element("EnemyDiffenceValue").Value); GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerName()) + "の攻撃!"; StartCoroutine(GameManager.WaitTime_1()); int Damage = CirculateParameter.DamageCirculate(PlayerAttackValue, EnemyDiffenceValue); GameManager.Text_MainWindow.text = GameManager.Text_MainWindow.text + "\n" + query_Enemy.Element("EnemyName").Value + "に" + Damage + "のダメージ!"; StartCoroutine(GameManager.WaitTime_1()); //攻撃結果ジャッジ if (ComparerParameter.JudgeDamageResult_Single_Player(Damage) == true) { ManageBattle.DeadEnemy_Single(GameManager.TargetFlg); } }
/// <summary> /// プレイヤーが死んだ時の処理 /// </summary> public static void DeadPlayer() { GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerName()) + "は全滅した…"; }