/// <summary> /// <see cref="T:Character.Enemy"/> classのコンストラクタ /// </summary> /// <param name="builder">このキャラクターの初期設定を保持するEnemyBuilerクラス</param> public Enemy(EnemyBuilder builder) { this.ID = builder.getId(); this.NAME = builder.getName(); this.abilities = builder.getAbilities(); this.DEF = builder.getDef(); this.LV = builder.getLevel(); this.NORMAL_DROP_ID = builder.getNormalDropId(); this.RARE_DROP_ID = builder.getRareDropId(); this.MODEL_ID = builder.getModelName(); this.FACTION = builder.getFaction(); this.MAX_HP = builder.getMaxHp(); this.MAX_MP = builder.getMaxMp(); this.hp = MAX_HP; this.mp = MAX_MP; GameObject prefab = (GameObject)Resources.Load(MODEL_ID); GameObject gameobject = MonoBehaviour.Instantiate(prefab); this.container = gameobject.GetComponent <Container> (); container.setCharacter(this); this.UNIQE_ID = UniqueIdCreator.creatUniqueId(); activeSkillSet = ActiveSkillSetMasterManager.getInstance().getActiveSkillSetFromId(builder.getActiveSkillSetId(), this); reactionSkillSet = ReactionSkillSetMasterManager.getInstance().getReactionSkillSetFromId(builder.getReactionSkillSetId()); this.ai = EnemyAISummarizingManager.getInstance().getAiFromId(builder.getAiId(), this, activeSkillSet, reactionSkillSet); attributeResistances = builder.getAttributeRegists(); observer = new EnemyObserver(ID); }
public Merchant(MerchantBuiler builder, Town livingTown) { id = builder.getId(); NAME = builder.getName(); GameObject modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab).GetComponent <Container>(); container.setCharacter(this); var yPos = Terrain.activeTerrain.terrainData.GetInterpolatedHeight( container.transform.position.x, container.transform.position.z ); container.transform.position = new Vector3(container.transform.position.x, yPos, container.transform.position.z); massages = builder.getMassges(); TRADE_INDEX = builder.getStartTradeIndex(); UNIQUE_ID = UniqueIdCreator.creatUniqueId(); GOODS_TYPE = builder.getGoodsType(); numberOfGoods = builder.getNumberOfGoods(); goodsLevel = builder.getGoodsLevel(); abilities.Add(FriendlyAbility.DEX, builder.getDex()); abilities.Add(FriendlyAbility.SPC, builder.getSpc()); failMassage = builder.getFailMassage(); updateGoods(); this.livingTown = livingTown; }
public Client(IQuest quest, Transform transfrom) { this.quest = quest; this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); MASSAGES = new List <string>() { "がんばれ" }; UNDERTOOK_MASSAGES = new List <string>() { "頑張れ" }; CLEAR_MASSAGES = new List <string>() { "おめでとう" }; var modelPrefab = (GameObject)Resources.Load("Models/MissionClient"); container = MonoBehaviour.Instantiate(modelPrefab).GetComponent <Container>(); container.setCharacter(this); this.container.transform.position = transfrom.position; this.container.transform.rotation = transfrom.rotation; isActivated = true; needTown = false; }
public Citizen(CitizenBuilder builder) { this.id = builder.getId(); this.NAME = builder.getName(); this.MASSAGES = builder.getMassges(); this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab).GetComponent <Container>(); container.setCharacter(this); }
public Citizen(int id, Vector3 pos, Quaternion rotate) { this.id = id; var builder = CitizenMasterManager.getInstance().getCitizenBuilderFromId(id); this.NAME = builder.getName(); this.MASSAGES = builder.getMassges(); this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab, pos, rotate).GetComponent <Container>(); container.setCharacter(this); }
public Client(int id, Dictionary <FriendlyAbility, int> abilities, int level, Vector3 pos, Quaternion rotate) { this.id = id; this.level = level; this.abilities = new Dictionary <FriendlyAbility, int>(abilities); var builder = ClientMasterManager.getInstance().getClientBuilderFromId(id); this.NAME = builder.getName(); this.MASSAGES = builder.getMassges(); this.UNDERTOOK_MASSAGES = builder.getUnderTookMassges(); this.CLEAR_MASSAGES = builder.getClearedMassges(); this.QUEST_TYPE = builder.getQuestType(); this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab, pos, rotate).GetComponent <Container>(); container.setCharacter(this); needTown = true; }
public Merchant(int id, int level, int goodsNumber, Dictionary <FriendlyAbility, int> abilities, Vector3 pos, Quaternion rotate) { this.goodsLevel = level; this.numberOfGoods = goodsNumber; this.abilities = new Dictionary <FriendlyAbility, int>(abilities); var builder = MerchantMasterManager.getInstance().getMerchantBuilderFromId(id); massages = builder.getMassges(); TRADE_INDEX = builder.getStartTradeIndex(); UNIQUE_ID = UniqueIdCreator.creatUniqueId(); GOODS_TYPE = builder.getGoodsType(); failMassage = builder.getFailMassage(); GameObject modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); this.container = MonoBehaviour.Instantiate(modelPrefab, pos, rotate).GetComponent <Container>(); container.setCharacter(this); updateGoods(); }
public Client(ClientBuilder builder, Town livingTown) { this.id = builder.getId(); this.NAME = builder.getName(); this.MASSAGES = builder.getMassges(); this.UNDERTOOK_MASSAGES = builder.getUnderTookMassges(); this.CLEAR_MASSAGES = builder.getClearedMassges(); this.level = builder.getLevel(); this.QUEST_TYPE = builder.getQuestType(); this.abilities.Add(DEX, builder.getDex()); this.abilities.Add(SPC, builder.getSpc()); this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab).GetComponent <Container>(); container.setCharacter(this); this.livingTown = livingTown; needTown = true; isActivated = true; }
/// <summary> /// <see cref="T:Character.Hero"/> classのコンストラクタです /// </summary> /// <param name="job">職業</param> public Player(Job job, Humanity humanity, List <Identity> identities, IMissionBuilder mission, string name) { Dictionary <BattleAbility, int> battleParameters = job.defaultSettingBattleAbility(); Dictionary <FriendlyAbility, int> friendlyParameters = job.defaultSettingFriendlyAbility(); activeSkills.AddRange(job.getActiveSkills()); reactionSkills.AddRange(job.getReactionSkills()); setMft(battleParameters[BattleAbility.MFT]); setFft(battleParameters [BattleAbility.FFT]); setMgp(battleParameters [BattleAbility.MGP]); setPhy(battleParameters [BattleAbility.PHY]); setAgi(battleParameters [BattleAbility.AGI]); setDex(friendlyParameters [FriendlyAbility.DEX]); setSpc(friendlyParameters [FriendlyAbility.SPC]); setMaxHp(battleAbilities[BattleAbility.PHY] * 3 + 30); setMaxMp(battleAbilities[BattleAbility.MGP] * 5 + 10); hp = maxHp; mp = maxMp; this.NAME = name; this.job = job; UNIQUE_ID = UniqueIdCreator.creatUniqueId(); this.level = 1; menuPrefab = (GameObject)Resources.Load("Prefabs/Menu"); party.join(this); //もうちとくふうするかも var bKeys = Enum.GetValues(typeof(BattleAbility)); var fKeys = Enum.GetValues(typeof(FriendlyAbility)); foreach (Identity identity in identities) { var battleBonus = identity.getBattleAbilityBonuses(); foreach (BattleAbility ability in bKeys) { battleAbilities[ability] += battleBonus[ability]; } var friBonus = identity.getFriendlyAblityBonuses(); foreach (FriendlyAbility ability in fKeys) { friendlyAbilities[ability] += friBonus[ability]; } identity.activateSkill(this); } humanity.activate(this); foreach (BattleAbility ability in bKeys) { battleAbilities[ability] += humanity.getAbilityBonus(ability); } foreach (FriendlyAbility ability in fKeys) { friendlyAbilities[ability] += humanity.getAbilityBonus(ability); } checkAbilities(); flags = new FlagList(this); this.mission = mission.build(flags); undertakingQuests.Add(this.mission); }