Exemplo n.º 1
0
    public override void Execute(BattleMain battle_main)
    {
        Entity.Animator.SetTrigger("attack");


        Entity.AttackImpact2 = OnRunImpact;
        Entity.AttackImpact  = OnAttackImppact;
        Entity.AttackBack    = OnAttackBack;
        Target.HitPoint      = OnHitPoint;
    }
Exemplo n.º 2
0
    public void Setup(BattleMain battle_main)
    {
        battle_main_ = battle_main;

        ai_setting_ = new AiSetting(battle_main);

        List <Enemy> enemy_list = GetEnemyList();

        foreach (Enemy enemy in enemy_list)
        {
            //enemy.State = Enemy.ActionState.Ready;
        }
    }
Exemplo n.º 3
0
    void Setup()
    {
        // バトルシーン単体起動の時用
        if (model_ == null)
        {
            model_               = Resources.Load("ScriptableObject/Battle/BattleInfo1_1") as BattleInfo;
            player_info_         = Resources.Load("ScriptableObject/Battle/PlayerInfo") as PlayerInfo;
            player_command_info_ = Resources.Load("ScriptableObject/Battle/PlayerCommandInfo") as PlayerCommandInfo;
            stage_info_          = Resources.Load("ScriptableObject/Stage/StageInfo1") as StageInfo;
            BattleData.SetStageModel(stage_info_.StageInfoList[0]);
        }



        // 背景をロードして配置
        CreateBackground();
        //行動ボタンを作成。
        // CreatePlayerCommand();

        //ステージのmaterialを変更
        CreatePlane();

        // イメージ画像をロード
        CreateCharaImage();

        //キャラクター名前更新
        CreateCharaName();

        // 敵キャラクターのロードして配置
        CreateEnemy();

        // 味方キャラクターのロードして配置
        CreatePlayer();

        // バトルメイン作成
        battle_main_ = new BattleMain();
        battle_main_.Setup(user_list_, enemy_list_, battle_ui_);

        // AI
        ai_controller.Setup(battle_main_);

        // UIの初期化
        player_commaond_ui_.Setup(battle_main_);

        //スキルアクションの初期化
        // skill_aciton_.Setup(battle_main_);


        // 準備が整ったらバトルスタート
        battle_main_.CurrentBattleState = BattleMain.BattleState.InBattle;
    }
Exemplo n.º 4
0
    // アクションが実行された時の処理
    public override void Execute(BattleMain battle_main)
    {
        GameObject skill_effect_go = Instantiate(skill_info_.EffectPrehab, Target.EffectTransform);

        skill_effect_go.transform.localPosition = Vector3.zero;
        skill_effect_go.transform.localRotation = new Quaternion();
        float adjust_attack = (Target.Status.BaseAttack * damage_value_);

        Debug.Log("adjust_deffence = " + adjust_attack);
        Target.Status.AdjustAttack += (int)adjust_attack;



        // アクションが完了した時に知らせる
        CompleteAction(this);
    }
Exemplo n.º 5
0
    public override void Execute(BattleMain battle_main)
    {
        float adjust_attack = (Target.Status.BaseAttack * decrease_damage);

        Debug.Log("adjust_deffence = " + adjust_attack);
        Target.Status.AdjustAttack -= (int)adjust_attack;

        GameObject prefab = Resources.Load("Prefab/Battle/Effect/skill/PlasmaExplosionEffect") as GameObject;

        //impleachment parcticle
        GameObject skill_effect_go = MonoBehaviour.Instantiate(prefab, Target.EffectTransform);

        skill_effect_go.transform.localPosition = Vector3.zero;
        skill_effect_go.transform.localRotation = new Quaternion();

        // アクションが完了した時に知らせる
        CompleteAction(this);
    }
Exemplo n.º 6
0
    public override void Execute(BattleMain battle_main)
    {
        float adjust_hp = (Target.Status.Hp * skill_info_.DamageValue);

        UnityEngine.Debug.Log("adjust_hp = " + adjust_hp);
        Target.Status.Hp += (int)adjust_hp;
        // GameObject prefab = Resources.Load("Prefab/Battle/Effect/skill/PlasmaExplosionEffect") as GameObject;

        //impleachment parcticle
        GameObject skill_effect_go = MonoBehaviour.Instantiate(skill_info_.EffectPrehab, Target.EffectTransform);

        skill_effect_go.transform.localPosition = Vector3.zero;
        skill_effect_go.transform.localRotation = new Quaternion();

        UnityEngine.Debug.Log("回復アクション終了!!!!");

        Invoke("ActionComplete", 2.0f);
    }
Exemplo n.º 7
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    public void Setup(SkillInfo skill_info, BattleMain battle_main, System.Action skill_set_callback)
    {
        Debug.Log(skill_info.Name);
        //スキル情報の反映
        skill_tittle_.text  = skill_info.Name;
        skill_number_.text  = skill_info.IdNumber.ToString();
        skill_explain_.text = skill_info.Explain;
        skill_image_.sprite = skill_info.SkillImage;
        skill_damage_       = skill_info.DamageValue;
        skill_style_        = skill_info.SkillTypeName;
        //スキル作成
        //skill_effect_trans_ = GameObject.Find(skill_info.EffectTransform).transform;
        skill_effect_prehab_ = skill_info.EffectPrehab;

        battle_main_        = battle_main;
        skill_set_callback_ = skill_set_callback;

        skill_info_ = skill_info;
    }
Exemplo n.º 8
0
 void Start()
 {
     this.script               = GameObject.Find("BattleMain").GetComponent <BattleMain>();
     this.canvasDialog         = GameObject.Find("ChangeStrategy").GetComponent <Canvas>();
     this.canvasDialog.enabled = false;
 }
Exemplo n.º 9
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 public override void OnEnter()
 {
     base.OnEnter();
     battleMain = Owner.GetComponent <BattleMain>();
 }
Exemplo n.º 10
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 public AiSetting(BattleMain battle_main)
 {
     player_list_ = battle_main.UserList;
     enemy_list_  = battle_main.EnemyList;
 }
Exemplo n.º 11
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 public override void Execute(BattleMain battle_main)
 {
     Damge(Entity, Target, 1.5f);
     //固有の演出があれば
     //固有の処理があれば
 }
Exemplo n.º 12
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 void Start()
 {
     BMObject = GameObject.Find("BattleMain");
     script   = BMObject.GetComponent <BattleMain>();
 }
Exemplo n.º 13
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 public virtual void Execute(BattleMain battle_main)
 {
 }
Exemplo n.º 14
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 public void Setup(BattleMain battle_main)
 {
     battle_main_    = battle_main;
     skill_set_list_ = new List <SkillSetUI>();
 }
Exemplo n.º 15
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 void Awake()
 {
     S = this;
     switchingPokemon = false;
 }