public AbnormalStateElement(int remainingTurn, bool isAllTheWay, AbnormalStateType abnormalStateType, BattleCharacter owner, BattleSystem battleSystem) { RemainingTurn = remainingTurn; this.isAllTheWay = isAllTheWay; AbnormalStateType = abnormalStateType; Owner = owner; BattleSystem = battleSystem; }
public BattleStateBase(BattleSystem battleManager) { this.battleSystem = battleManager; }
public PlayerSelectCommand(BattleSystem battleManager) : base(battleManager) { }
public End(BattleSystem battleManager) : base(battleManager) { }
public EnemySelectCommand(BattleSystem battleManager) : base(battleManager) { }
public PlayerTurnStart(BattleSystem battleManager) : base(battleManager) { }
public Begin(BattleSystem battleManager) : base(battleManager) { }
public AbnormalStateController(BattleCharacter owner, BattleSystem battleSystem) { this.owner = owner; this.battleSystem = battleSystem; }
public InvokeCommand(BattleSystem battleManager) : base(battleManager) { }
public static IAbnormalStateElement Create(AbnormalStateType abnormalStateType, bool isAllTheWay, BattleCharacter owner, BattleSystem battleSystem) { var remainingTurn = GetRemainingTurn(abnormalStateType); switch (abnormalStateType) { case AbnormalStateType.Poison: return(new AbnormalStateElementPoison(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem)); case AbnormalStateType.Paralysis: case AbnormalStateType.Confusion: case AbnormalStateType.BlindEyes: case AbnormalStateType.Flinch: case AbnormalStateType.Vitals: case AbnormalStateType.Quilting: case AbnormalStateType.Tiredness: case AbnormalStateType.Seal: case AbnormalStateType.Healing: case AbnormalStateType.MindEyes: case AbnormalStateType.Absorption: case AbnormalStateType.FastRunner: case AbnormalStateType.CounterAttack: return(new AbnormalStateElement(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem)); default: Assert.IsTrue(false, $"{abnormalStateType}は未対応です"); return(null); } }
public PlayerTurnEnd(BattleSystem battleManager) : base(battleManager) { }
public AbnormalStateElementPoison(int remainingTurn, bool isAllTheWay, AbnormalStateType abnormalStateType, BattleCharacter owner, BattleSystem battleSystem) : base(remainingTurn, isAllTheWay, abnormalStateType, owner, battleSystem) { }
public EnemyTurnStart(BattleSystem battleManager) : base(battleManager) { }