public Winner_Loser Judgement(Judge Enemy) { Winner_Loser winner = Judgement_Base(Enemy); winner.Add_Value(-2, -1, 0, 0, 20, 0); return(winner); }
public Winner_Loser Judgement(Judge Enemy) { Winner_Loser winner = Judgement_Base(Enemy); if (winner.Result == "魔力勝ち" || winner.Result == "相性勝ち") { winner.Add_Value(0, 0, 0, 0, 0, Damage); } return(winner); }
public Winner_Loser Judgement(Judge Enemy) { Winner_Loser winner = Judgement_Base(Enemy); if (winner.Result == "斬撃") { winner.Add_Value(0, 0, 0, 1, 0, 0); } return(winner); }
public Winner_Loser Judgement(Judge Enemy) { Winner_Loser winner = Judgement_Base(Enemy); if (winner.Result == "魔力負け") { winner = new Peneration_Lose(); } return(winner); }
public Battle update() { First = BattleState.First_Player.determ.win_or_lose(BattleState.Second_Player.determ); Second = BattleState.Second_Player.determ.win_or_lose(BattleState.First_Player.determ); First.Win_Lose_Process(BattleState.First_Player, BattleState.Second_Player); Second.Win_Lose_Process(BattleState.Second_Player, BattleState.First_Player); stage(); animation = new two_flag(); animation.init(); first.GetComponent <Active_Result>().init(animation, 0, First.Result, determ[0]); second.GetComponent <Active_Result>().init(animation, 1, Second.Result, determ[1]); return(new Wait_anim(new Damage_stage(new Finish_Check(new Next_Prepare(new Next_Prepare(new Enhance_Excution(), BattleState.Second_Player), BattleState.First_Player))), animation as inter_Animation)); }