public static FieldObjectEntity setupInventory(FieldObjectEntity entity) { //Debug.Log("entity.id: " + entity.id); //Debug.Log("entity.inventory_size: " + entity.inventory_size); FieldObjectService.setupInventory(entity.id, entity.inventory_size); if (entity.inventory_size < 1) { return(entity); } var equip = EquipFactory.createRandomEntity(); FieldObjectService.setInventory(entity.id, equip); return(entity); }
public void applySceneChangeTitle() { Debug.Log("MessageBroker.Default.Publish<SceneChangeSingle>()"); Time.timeScale = 0f; MessageBroker.Default.Publish <SceneChangeSimple>(new SceneChangeSimple { add_scene = "Title", del_scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, pre_action = () => { // GUI表示をタイトル画面に切り替え GuiService.modeChange(GuiState.Title); // 設定画面表示を消去 toggle_settings_dialog(); // NextRoomを消去 EffectService.nextRoomClear(); // 地面に落ちてる装備品を削除 EquipService.ClearTarget(); EquipService.destroyEquipItem(); // 装備品リストをクリア EquipService.clear(); // 家具配置範囲再初期化 EffectiveFloorService.reset(); // 家具再初期化 FieldObjectService.clear(); // 敵削除 EnemyService.destroyEnemyDead(); EnemyService.destroyEnemy(); EnemyService.stopSpawn(); }, post_action = () => { Time.timeScale = 1f; } }); }