/// <summary> /// 変数の内容を初期化(クエスト終了時に初期化しておく) /// </summary> public static void clearValues() { m_QuestAreaID = 0; m_QuestMissionID = 0; m_PlayerParty = null; m_MasterDataCache.clearCachePlayerAll(); m_MasterDataCache.clearCacheEnemyAll(); m_QuestFloor = 0; m_AcquireKey = false; m_LBSCharaIdx = GlobalDefine.PartyCharaIndex.ERROR; m_SkillRequestLimitBreak.clearRequest(); m_QuestTotalTurn = 0; m_BattleRequest = null; m_QuestBuild = null; m_EnemyParam = null; m_TargetEnemyCurrent = InGameDefine.SELECT_NONE; m_TargetEnemyWindow = InGameDefine.SELECT_NONE; m_PlayScoreInfo = null; m_AchievementTotalingInBattle = null; m_IsKobetsuHP = true; m_BattleRound = 0; m_QuestRandSeed = 0; for (int idx = 0; idx < m_PartyMemberHands.Length; idx++) { m_PartyMemberHands[idx] = 0; } for (int idx = 0; idx < m_FieldSkillCounts.Length; idx++) { m_FieldSkillCounts[idx] = 0; } for (int skill_idx = 0; skill_idx < m_FormedSkillCounts.GetLength(0); skill_idx++) { for (int member_idx = 0; member_idx < m_FormedSkillCounts.GetLength(1); member_idx++) { m_FormedSkillCounts[skill_idx, member_idx] = 0; } } m_EnemyToPlayerTarget = GlobalDefine.PartyCharaIndex.ERROR; m_AutoPlayState = AutoPlayState.OFF; m_IsUsedAutoPlay = false; }
public static void setAutoPlayState(AutoPlayState auto_play_state) { if (m_AutoPlayState != auto_play_state) { m_AutoPlayState = auto_play_state; bool is_on_auto_play = (m_AutoPlayState == AutoPlayState.ON); if (is_on_auto_play) { m_IsUsedAutoPlay = true; } LocalSaveDefine.OptionAutoPlayEnable option_on_off = (is_on_auto_play) ? LocalSaveDefine.OptionAutoPlayEnable.ON : LocalSaveDefine.OptionAutoPlayEnable.OFF; LocalSaveOption cOption = LocalSaveManager.Instance.LoadFuncOption(); if (cOption.m_OptionAutoPlayEnable != (int)option_on_off) { cOption.m_OptionAutoPlayEnable = (int)option_on_off; LocalSaveManager.Instance.SaveFuncOption(cOption); // ここでオプションのセーブは処理落ちの原因になるかも } } }