Exemplo n.º 1
0
    /// <summary>
    /// スキル「リロード」使用時
    /// </summary>
    private void MyTurn_Reload()
    {
        OperatePlayerData.SetPlayerData("5", "PlayerBullet");

        Texture2D texture_BulletIcon         = Resources.Load("BulletIcon") as Texture2D;
        Texture2D texture_BulletIcon_NoImage = Resources.Load("NoImage") as Texture2D;

        GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);

        GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "はリロードした!\n残弾数が回復した!";

        StartCoroutine(GameManager.WaitTime_1());
    }
Exemplo n.º 2
0
    /// <summary>
    /// 自分のターン 通常攻撃
    /// </summary>
    private void MyTurn_NormalAttack()
    {
        int    intBullet = int.Parse(OperatePlayerData.GetPlayerData("PlayerBullet"));
        string strBullet = Convert.ToString(intBullet - 1);

        OperatePlayerData.SetPlayerData(strBullet, "PlayerBullet");

        var query_Player = (from x in GameManager.xdoc_PlayerData.Descendants("Player")
                            select x).Single();
        var query_Enemy = (from x in GameManager.xdoc_BattleSheet.Descendants("Enemy")
                           where x.Element("BattleNo").Value == GameManager.TargetFlg
                           select x).Single();
        int PlayerAttackValue  = int.Parse(query_Player.Element("PlayerAttackValue_OnBattle").Value);
        int EnemyDiffenceValue = int.Parse(query_Enemy.Element("EnemyDiffenceValue").Value);

        GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "の攻撃!";

        StartCoroutine(GameManager.WaitTime_1());

        int Damage = CirculateParameter.DamageCirculate(PlayerAttackValue, EnemyDiffenceValue);

        GameManager.Text_MainWindow.text = GameManager.Text_MainWindow.text + "\n" + query_Enemy.Element("EnemyName").Value + "に" + Damage + "のダメージ!";

        StartCoroutine(GameManager.WaitTime_1());

        //攻撃結果ジャッジ
        if (ComparerParameter.JudgeDamageResult_Single_Player(Damage) == true)
        {
            ManageBattle.DeadEnemy_Single(GameManager.TargetFlg);
        }
    }
Exemplo n.º 3
0
    /// <summary>
    /// 敵→プレイヤーの単体攻撃の結果を判定。倒したかどうか。trueで負ける。
    /// </summary>
    /// <param name="Damage"></param>
    /// <returns></returns>
    public static bool JudgeDamageResult_Single_Enemy(int Damage)
    {
        bool result = false;

        int PlayerNowHP = int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerNowHP()));

        if (Damage == PlayerNowHP)
        {
            OperatePlayerData.SetPlayerData("0", GetXMLQueryKey_PlayerData.PlayerNowHP());
            GameManager.HPValue_StatusWindow.text = "0";
            result = true;
        }
        else if (Damage > PlayerNowHP)
        {
            OperatePlayerData.SetPlayerData("0", GetXMLQueryKey_PlayerData.PlayerNowHP());
            GameManager.HPValue_StatusWindow.text = "0";
            result = true;
        }
        else if (Damage < PlayerNowHP)
        {
            OperatePlayerData.SetPlayerData(Convert.ToString(PlayerNowHP - Damage), GetXMLQueryKey_PlayerData.PlayerNowHP());
            GameManager.HPValue_StatusWindow.text = Convert.ToString(PlayerNowHP - Damage);
            result = false;
        }

        return(result);
    }
    /// <summary>
    /// 自分のターン パワーショット
    /// </summary>
    private void MyTurn_PowerShot()
    {
        int    intBullet = int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerBullet()));
        string strBullet = Convert.ToString(intBullet - 2);

        OperatePlayerData.SetPlayerData(strBullet, GetXMLQueryKey_PlayerData.PlayerBullet());

        var query_Player = (from x in BattleStaticValiable.xdoc.Descendants("Player")
                            select x).Single();
        var query_Enemy = (from x in BattleStaticValiable.xdoc2.Descendants("Enemy")
                           where x.Element("BattleNo").Value == GameManager.TargetFlg
                           select x).Single();

        int PlayerAttackValue = int.Parse(query_Player.Element("PlayerAttackValue_OnBattle").Value) *
                                int.Parse(OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_DamagePercent(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg)));
        int EnemyDiffenceValue = int.Parse(query_Enemy.Element("EnemyDiffenceValue").Value);

        GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerName()) + "はパワーショットを放った!";

        int Damage = CirculateParameter.DamageCirculate(PlayerAttackValue, EnemyDiffenceValue);

        GameManager.Text_MainWindow.text = GameManager.Text_MainWindow.text + "\n" + query_Enemy.Element("EnemyName").Value + "に" + Damage + "のダメージ!";

        StartCoroutine(GameManager.WaitTime_1());

        //攻撃結果ジャッジ
        if (ComparerParameter.JudgeDamageResult_Single_Player(Damage) == true)
        {
            ManageBattle.DeadEnemy_Single(GameManager.TargetFlg);
        }
    }
    /// <summary>
    /// レベルアップ時のパラメータ変動
    /// </summary>
    public static void LevelUp()
    {
        var    AttackPlus     = UnityEngine.Random.Range(2, 5);
        string SetAttackPoint = Convert.ToString(int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerAttackValue()) + AttackPlus));

        OperatePlayerData.SetPlayerData(SetAttackPoint, OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerAttackValue()));

        var    DiffencePlus     = UnityEngine.Random.Range(2, 5);
        string SetDiffencePoint = Convert.ToString(int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerDiffenceValue()) + DiffencePlus));

        OperatePlayerData.SetPlayerData(SetDiffencePoint, OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerDiffenceValue()));

        var    SpeedPlus     = UnityEngine.Random.Range(1, 5);
        string SetSpeedPoint = Convert.ToString(int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerSpeedValue()) + SpeedPlus));

        OperatePlayerData.SetPlayerData(SetSpeedPoint, OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerSpeedValue()));

        var    HPPlus     = UnityEngine.Random.Range(3, 7);
        string SetHPPoint = Convert.ToString(int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerMaxHP()) + HPPlus));

        OperatePlayerData.SetPlayerData(SetHPPoint, OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerMaxHP()));
    }
    public static void Setting()
    {
        Texture2D texture_BulletIcon         = Resources.Load("BulletIcon") as Texture2D;
        Texture2D texture_BulletIcon_NoImage = Resources.Load("NoImage") as Texture2D;

        //バレットアイコン初期化
        GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);

        //残り弾数を問い合わせて、値によって処理変更
        switch (int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerBullet())))
        {
        case 0:
            OperatePlayerData.SetPlayerData("1", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 1:
            OperatePlayerData.SetPlayerData("2", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 2:
            OperatePlayerData.SetPlayerData("3", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 3:
            OperatePlayerData.SetPlayerData("4", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 4:
            OperatePlayerData.SetPlayerData("5", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 5:
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;
        }

        GameManager.Text_MainWindow.text = "";
        VisibleUIManage.ManageStart_EndBattleStartClass();
    }
 /// <summary>
 /// プレイヤーが死んだ時の処理
 /// </summary>
 public static void DeadPlayer()
 {
     GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerName()) + "は全滅した…";
 }
    /// <summary>
    /// 勝利判定
    /// </summary>
    public static void CheckWin()
    {
        var query_win = from x in BattleStaticValiable.xdoc2.Descendants("Enemy")
                        select x;

        int EnemyHPSUM = 0;

        foreach (var item in query_win)
        {
            EnemyHPSUM = EnemyHPSUM + int.Parse(item.Element("EnemyHP").Value);
        }

        //結果がゼロの時、勝利処理
        if (EnemyHPSUM == 0)
        {
            GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "は戦いに勝利した!";

            MonoBehaviour mono = new MonoBehaviour();
            mono.StartCoroutine(GameManager.WaitTime_1());

            //経験値の計算
            int Experience = 0;
            foreach (var item in query_win)
            {
                Experience = Experience + int.Parse(item.Element("EnemyExperience").Value);
            }

            GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "は" + Experience + "の経験値を手に入れた。";

            //経験値を合算して反映
            int ExperienceSUM = int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerExperience()) + Experience);
            OperatePlayerData.SetPlayerData(Convert.ToString(ExperienceSUM), OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerExperience()));

            //経験値量によってレベルアップさせる
            switch (Experience)
            {
            case 20:
                OperatePlayerData.SetPlayerData("2", OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerLevel()));
                LevelUp();

                GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "はレベルアップした!";
                mono.StartCoroutine(GameManager.WaitTime_1());

                SceneManager.LoadScene("現在のマップ");
                break;

            case 70:
                OperatePlayerData.SetPlayerData("3", OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerLevel()));

                GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "はレベルアップした!";
                mono.StartCoroutine(GameManager.WaitTime_1());

                SceneManager.LoadScene("現在のマップ");

                break;
            }
        }
        else
        {
            //そうじゃないときはなにもしない
        }
    }