private void Start() { LoadResources resources = new LoadResources(); resources.Initialize(); //アクターの作成とメンバーの追加 ActorDataModel actorData = ActorDataModel.Instance; MemberDataModel memberData = MemberDataModel.Instance; memberData.Add(ActorLogic.Create("Mandrake", 3)); memberData.Add(ActorLogic.Create("Slime", 3)); memberData.Add(ActorLogic.Create("MechanicSoldier", 3)); memberData.Add(ActorLogic.Create("Kyubi", 3)); //エネミーの作成 EnemyDataModel enemyData = EnemyDataModel.Instance; enemyData.Initialize(); enemyData.Add(EnemyLogic.Create("Goblin", 3)); enemyData.Add(EnemyLogic.Create("GreenDragon", 3)); enemyData.Add(EnemyLogic.Create("Goblin", 4)); //アイテム InventoryDataModel.GetInstance().StartUp(); var manager = gameObject.GetComponent <BattleManager>(); manager.Initialize(); }
public static BattlerSerializable Create(string monsterId, string name, int level = 1) { var actor = BattlerLogic.Create(monsterId, level); actor.battlerType = BattlerEnum.BattlerType.Actor; actor.needExp = CalcNeedExp(monsterId, level); actor.hasExp = 0; actor.name = name; ActorDataModel actorData = ActorDataModel.Instance; actorData.Add(actor); return(actor); }
private void Start() { LoadResources resources = new LoadResources(); resources.Initialize(); //アクターの作成とメンバーの追加 ActorDataModel actorData = ActorDataModel.Instance; MemberDataModel memberData = MemberDataModel.Instance; memberData.Add(ActorLogic.Create("Mandrake", "植物", 1)); memberData.Add(ActorLogic.Create("Slime", "すらりん", 1)); memberData.Add(ActorLogic.Create("MechanicSoldier", "ろぼ兵士", 100)); //memberData.Add(ActorLogic.Create("Kyubi", 1)); //アイテム InventoryDataModel.GetInstance().StartUp(); //ダンジョン DungeonPresenter.GetInstance().Initialize("FirstForest"); }
public void Initialize() { _timelineSchedule = new List <int>(); _timelineData = new List <TimelineSerializableData>(); MemberDataModel memberData = MemberDataModel.Instance; ActorDataModel actorData = ActorDataModel.Instance; memberData.Data.ForEach(x => { BattlerSerializable battler = actorData.ByIndex(x.index); _timelineData.Add(new TimelineSerializableData { id = _timelineData.Count, uniqId = battler.uniqId, battlerType = BattlerEnum.BattlerType.Actor, timeLine = Random.Range(battler.parameter.spd / 2, battler.parameter.spd) }); }); EnemyDataModel enemyData = EnemyDataModel.Instance; enemyData.Data.ForEach(x => { _timelineData.Add(new TimelineSerializableData { id = _timelineData.Count, uniqId = x.uniqId, battlerType = BattlerEnum.BattlerType.Enemy, timeLine = Random.Range(x.parameter.spd / 2, x.parameter.spd) }); }); TimelineCalc(); for (int i = 0; i < SCHEDULE_SIZE; i++) { TimeLineForward(); } _timelineView = new TimelineView(); _timelineView.Initialize(this); }