protected override void addInstance(string[] datas) { var skill = new ReactionSkill(datas); dataTable.Add(skill); SkillBookDataManager.getInstance().setData(skill); }
private void reaction() { IBattleable attacker = prosessingPair.Key; AttackSkill useSkill = prosessingPair.Value; choseReaction = ai.decideReaction(attacker, useSkill); }
public void addSkill(ReactionSkill skill) { if (skill != null || !reactionSkills.Contains(skill)) { reactionSkills.Add(skill); } else { throw new ArgumentException("invalid passiveSkill"); } }
/// <summary> /// reactionSkillNodeが選択された時の処理 /// </summary> /// <param name="chosenSkill">選択されたReactionSkill</param> public void reactionChose(ReactionSkill chosenSkill) { waitingProgressSkills[0] = new KeyValuePair <ReactionSkill, KeyValuePair <IBattleable, AttackSkill> >(chosenSkill, waitingProgressSkills[0].Value); reactoinContents.SetActive(false); contents.SetActive(true); detachReactionContents(); backButton.gameObject.SetActive(isInputingBackButton); needToProgressReaction = true; updateProsessingPair(); reactionInputed = false; }
/// <summary> /// ダメージを与えられます /// </summary> private void dammage() { IBattleable attacker = prosessingPair.Key; AttackSkill useSkill = prosessingPair.Value; int atk = useSkill.getAtk(attacker); int hit = useSkill.getHit(attacker); choseReaction.reaction(user, atk, hit, useSkill.getAttackSkillAttribute()); waitingReactionActiveSkills.Remove(prosessingPair); updateProsessingPair(); choseReaction = ReactionSkillMasterManager.getInstance().getReactionSkillFromId(2); }
/// <summary> /// ReactionSkillを使用します /// </summary> private void reaction() { ReactionSkill reactionSkill = waitingProgressSkills[0].Key; IBattleable attacker = waitingProgressSkills[0].Value.Key; AttackSkill skill = waitingProgressSkills[0].Value.Value; deleteTargetingLine(attacker); int atk = skill.getAtk(attacker); int hit = skill.getHit(attacker); reactionSkill.reaction(player, atk, hit, skill.getAttackSkillAttribute()); waitingProgressSkills.Remove(waitingProgressSkills[0]); needToProgressReaction = true; updateProsessingPair(); }
/// <summary> /// 初期設定を行います /// </summary> /// <param name="skill">担当するスキル</param> /// <param name="manager">元のBattleTaskManager</param> public void setState(ReactionSkill skill, PlayerBattleTaskManager manager) { this.skill = skill; text.text = skill.getName(); this.manager = manager; }