/// <summary> /// レベルアップ /// </summary> public IEnumerator LevelUp() { var currentStatus = new CharacterStatus(); currentStatus.Attack = Status.Attack; currentStatus.Defense = Status.Defense; // レベルアップ処理 Status.Level++; var statusTableKey = $"Level_{Status.Level.ToString().PadLeft(2, '0')}"; var statusRow = PlayerStatusTable.Instance.GetRow(statusTableKey); Status.UpdateStatus(statusRow); // ステータスパネル初期化 BattleUIManager.I.StatusPanel.Setup(Status, Global.Inventory.Gold); var message = BattleLog.GetBattleLevelupMessage(CharaName, Status.Level); BattleUIManager.I.BattleLog.SetMessage(message); yield return(new WaitForSeconds(2f)); // ステータスアップ表示① var messages = new List <string>() { $"こうげき が{Status.Attack - currentStatus.Attack}アップ!", $"ぼうぎょ {Status.Defense - currentStatus.Defense}アップ!", }; var setting = new BattleLog.Setting(messages); BattleUIManager.I.BattleLog.SetMessage(setting); yield return(new WaitForSeconds(2f)); }
private void Start() { MasterAudio.PlaySound("Battle_001"); Global.BattleManager.PrepareBattle(); var setting = new BattleLog.Setting("バトルかいし!"); BattleUIManager.I.BattleLog.SetMessage(setting); }
public void Damage(CharacterStatus attacker) { var damage = attacker.Attack; Status.Damage(damage); BattleUIManager.I.StatusPanel.Setup(Status, Global.Inventory.Gold); // ログ表示 var messages = new List <string>() { $"{attacker.CharaName}のこうげき!", $"{CharaName}に\n{damage}のダメージ!", }; var setting = new BattleLog.Setting(messages); BattleUIManager.I.BattleLog.SetMessage(setting); MainCamera.I.Shake(); }
public void Damage(CharacterStatus attacker) { var damage = attacker.Attack; Status.Damage(damage); if (IsDead) { onDead.SafeCall(); } // ログ表示 var messages = new List <string>() { $"{attacker.CharaName}のこうげき!", $"{CharaName}に\n{damage}のダメージ!", }; var setting = new BattleLog.Setting(messages); BattleUIManager.I.BattleLog.SetMessage(setting); }