public ActionData(string script_path) { if (script_path.IndexOf(".py") >= 0) { this.script_path = script_path; python_script = new PythonScript(script_path); //python_script.SetVariable("action_data", ); python_script.script.Setup(this); } else { script = new Script(script_path, _ScriptLineAnalyze); script.Run("Setup"); } }
bool is_battle_end_check = true; // 戦闘中 → 勝利・敗北の判定を行うかどうか //S3DPanel s3dpanel = new S3DPanel(new S3DPoint(5, 5, 5), new SDPoint(10, 10), S3DPanel.Direction.Wall_EW); //S3DCube s3dcube = new S3DCube(new S3DPoint(15, 7.5, 15), new S3DPoint(10, 15, 5)); /// <summary> /// /// </summary> /// <param name="is_continue_player_unit">プレーヤーユニットを引き継ぐかどうか trueならスクリプトから味方を生成しない</param> public SceneBattle(string script_path, bool is_continue_player_unit) { this.is_continue_player_unit = is_continue_player_unit; var game_main = GameMain.GetInstance(); game_main.g3d_map = new BattleMap(game_main.game_base); game_main.g3d_camera = new G3DCamera(); setup_script = new Script(script_path, _ScriptLineAnalyze); //setup_script.Run("Setup"); python_script = new PythonScript(@"data/script/stage_0.py"); python_script.SetVariable("Map", new ScriptConector.BattleMapScriptConector(new ScriptManager(@"data/script/stage_0.py"), is_continue_player_unit)); python_script.script.Setup(); // 戦闘初期化 turn_owner_unit.unit_manager_status = null; game_main.unit_manager.SetupBattle(); NextUnitTurn(); ActionManager.Add(new ActionBattleStart(0)); }