/// <summary> /// 保持しているBonusのlimitを進めます /// </summary> public void advanceLimit() { var battleAbilities = battleAbilityBonusList.Keys; foreach (BattleAbility ability in battleAbilities) { int count = battleAbilityBonusList[ability].Count; for (int i = 0; i < count; i++) { BattleAbilityBonus bonus = battleAbilityBonusList[ability][i]; if (!bonus.nextFrame()) { battleAbilityBonusList [ability].Remove(bonus); } } } var subAbilities = subAbilityBonusList.Keys; foreach (SubBattleAbility ability in subAbilities) { int count = subAbilityBonusList[ability].Count; for (int i = 0; i < count; i++) { SubBattleAbilityBonus bonus = subAbilityBonusList[ability][i]; if (!bonus.nextFrame()) { subAbilityBonusList [ability].Remove(bonus); } } } }
/// <summary> /// 与えられたボーナスを追加します /// 引数がBattleAbilityBonusかSubBattleAbilityBonusかでオーバーロードします /// </summary> /// <param name="bonus">追加したいボーナス</param> public void setBonus(SubBattleAbilityBonus bonus) { UnityEngine.Debug.Log("setted bonus"); SubBattleAbility bonusAbility = bonus.getBonusAbility(); subAbilityBonusList [bonusAbility].Add(bonus); }