Exemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (user != null)
     {
         hpBar.fillAmount = (float)user.getHp() / (float)user.getMaxHp();
         hpValue.text     = user.getHp() + " / " + user.getMaxHp();
         mpBar.fillAmount = (float)user.getMp() / (float)user.getMaxMp();
         mpValue.text     = user.getMp() + " / " + user.getMaxMp();
     }
 }
Exemplo n.º 2
0
        /// <summary>
        /// 与えられたAffectSkillが、その使用者によって対象に使用できるかを判定します
        /// </summary>
        /// <returns><c>true</c>, 使用可能, <c>false</c> 使用不可</returns>
        /// <param name="actioner">スキル使用者</param>
        /// <param name="targets">スキル対象</param>
        /// <param name="skill">使用するスキル AffectSkillである必要があります</param>
        public static bool canUseAffectSkill(IBattleable actioner, List <IBattleable> targets, IActiveSkill skill)
        {
            if (!isAffectSkill(skill))
            {
                throw new ArgumentException("gave skill isn't an affectSkill");
            }

            //スキル使用者のMPが足りるか
            if (actioner.getMp() < skill.getCost())
            {
                return(false);
            }

            //スキル使用対象はちゃんと存在するか
            if (targets.Count <= 0)
            {
                return(false);
            }

            //スキル使用対象まで射程が届くか
            int actionerPos = (int)BattleManager.getInstance().searchCharacter(actioner);
            int targetPos   = (int)BattleManager.getInstance().searchCharacter(targets[0]);
            int distance    = (actionerPos < targetPos) ? targetPos - actionerPos : actionerPos - targetPos;

            if (distance > searchRange(skill, actioner))
            {
                return(false);
            }

            //以上が満たされればtrue
            return(true);
        }
Exemplo n.º 3
0
        public void action(IBattleable actioner, BattleTask task)
        {
            //MPが足りないと終わり
            if (actioner.getMp() < this.COST)
            {
                return;
            }

            move(actioner, task.getMove());

            actioner.minusMp(this.COST);
        }
Exemplo n.º 4
0
        public IActiveSkill decideSkill()
        {
            //ボーナス値のテーブルです。最終的に足されます。
            Dictionary <ActiveSkillCategory, int> probalityBonus = new Dictionary <ActiveSkillCategory, int>()
            {
                { ActiveSkillCategory.NORMAL, 0 },
                { ActiveSkillCategory.CAUTION, 0 },
                { ActiveSkillCategory.DANGER, 0 },
                { ActiveSkillCategory.POWER, 0 },
                { ActiveSkillCategory.FULL_POWER, 0 },
                { ActiveSkillCategory.SUPPORT, 0 },
                { ActiveSkillCategory.HEAL, 0 },
                { ActiveSkillCategory.MOVE, 0 }
            };

            //div0を防ぐための処理
            int maxMp = (user.getMaxMp() > 0) ? user.getMaxMp() : 1;

            //HPが50%以下の場合、caution可能性値を+20します
            if (this.user.getHp() / maxMp <= 0.5f)
            {
                probalityBonus[ActiveSkillCategory.CAUTION] += 20;
            }

            //HPが20%以下の場合、danger可能性値を+30します
            if (this.user.getHp() / maxMp <= 0.2f)
            {
                probalityBonus[ActiveSkillCategory.DANGER] += 30;
            }

            //HPが70%以下の場合、攻撃する可能性値を-5、移動する可能性を+10します
            if (this.user.getHp() / maxMp <= 0.7f)
            {
                probalityBonus[ActiveSkillCategory.NORMAL]     -= 5;
                probalityBonus[ActiveSkillCategory.POWER]      -= 5;
                probalityBonus[ActiveSkillCategory.FULL_POWER] -= 5;
                probalityBonus[ActiveSkillCategory.MOVE]       += 10;
            }

            List <ActiveSkillCategory> categories = new List <ActiveSkillCategory>(probalityBonus.Keys);

            //スキルの射程内に何もいない、またはコスト外の時、ボーナス値を使って可能性値を0にします。
            foreach (ActiveSkillCategory category in categories)
            {
                IActiveSkill categorySkill = activeSkills.getSkillFromSkillCategory(category);

                if (!ActiveSkillSupporter.isAffectSkill(categorySkill))
                {
                    continue;
                }

                int  range     = ActiveSkillSupporter.searchRange(categorySkill, user);
                bool isInRange = BattleManager.getInstance().sumFromAreaTo(user, range) > 0;

                bool canUse = categorySkill.getCost() <= user.getMp();

                if (!isInRange || !canUse)
                {
                    probalityBonus[category] = -1 * probalityTable[category];
                }
            }

            //基礎値 + ボーナス値が負の値の場合、可能性値が0になるように設定し直します
            foreach (ActiveSkillCategory category in categories)
            {
                if (probalityTable[category] + probalityBonus[category] < 0)
                {
                    probalityBonus[category] = -1 * probalityTable[category];;
                }
            }

            //可能性値を合計します
            int sum = 0;

            foreach (ActiveSkillCategory category in categories)
            {
                sum += probalityTable[category] + probalityBonus[category];
            }

            //合計が0の場合、攻撃不可と判断して移動します
            if (sum <= 0)
            {
                return(activeSkills.getSkillFromSkillCategory(ActiveSkillCategory.MOVE));
            }

            //乱数でスキルを選択します
            int choose = UnityEngine.Random.Range(0, sum);

            foreach (ActiveSkillCategory category in categories)
            {
                int probality = probalityTable[category] + probalityBonus[category];
                if (choose < probality)
                {
                    return(activeSkills.getSkillFromSkillCategory(category));
                }
                choose -= probalityTable[category] + probalityBonus[category];
            }

            throw new InvalidOperationException("exception state");
        }