Exemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        _HpState  = HP_State.Fine;
        _NowState = State.Default;
        //キャラリスト読み込み
        charaList = Resources.Load("Data/CharaList") as Entity_CharaList;
        //キャラ成長率リスト読み込み
        chara_rateList = Resources.Load("Data/Chara_rateList") as Entity_Chara_rateList;
        //クラスリスト読み込み
        classList = Resources.Load("Data/ClassList") as Entity_ClassList;
        //武器リストを読み込み
        weaponList = Resources.Load("Data/WeaponList") as Entity_WeaponList;
        //自分の子にあるアイテムリストを取得
        _itemprefablist = GameObject.Find(transform.name + "/ItemList");
        //自分の子にあるスキルリストを取得
        _skillprefablist = GameObject.Find(transform.name + "/SkillList");
        _skillchecker    = GetComponent <SkillChecker>();

        //キャラの初期化
        if (!_reset)
        {
            for (var i = 0; i < charaList.param.Count; i++)
            {
                if (charaList.param[i].name == _name)
                {
                    //idの上書き
                    _id = i;
                    //各能力値と成長率の読み込み
                    _level      = charaList.param[_id].lv;
                    _totalLevel = _level;
                    _hp         = charaList.param[_id].hp;
                    _hprate     = chara_rateList.param[_id].hp;
                    _str        = charaList.param[_id].str;
                    _strrate    = chara_rateList.param[_id].str;
                    _skl        = charaList.param[_id].skl;
                    _sklrate    = chara_rateList.param[_id].skl;
                    _spd        = charaList.param[_id].spd;
                    _spdrate    = chara_rateList.param[_id].spd;
                    _luk        = charaList.param[_id].luk;
                    _lukrate    = chara_rateList.param[_id].luk;
                    _def        = charaList.param[_id].def;
                    _defrate    = chara_rateList.param[_id].def;
                    _cur        = charaList.param[_id].cur;
                    _currate    = chara_rateList.param[_id].cur;
                    _move       = charaList.param[_id].move;
                    _moverate   = chara_rateList.param[_id].move;
                    //クラス(職業)の読み込み
                    _class = charaList.param[_id].job;
                }
            }

            _reset = true;
        }
        ClassChange(_class);
        TotalStatus();
        FullRecoveryHP();
    }
Exemplo n.º 2
0
    //--------------------------------------------------
    // スタート
    //--------------------------------------------------
    void Start()
    {
        GameState    = DEFINE.GAME_STATE.PLAYER_TURN;                       // ゲーム状態
        player       = GetComponent <Player>();                             // プレイヤー情報を取得
        enemy        = GetComponent <Enemy>();                              // エネミー情報を取得
        PieceList    = GetComponentInChildren <PieceList>();                // ピースのリストを取得
        skillChecker = GetComponent <SkillChecker>();                       // スキル情報を取得

        nCnt = 0;
        SE.PlaySE(1);
    }
Exemplo n.º 3
0
        private Message GetDirectResistSkills(SkillType initiativeSkillType, CharacterAction action)
        {
            var message = new DirectResistSkillsListMessage();
            List <SkillType> resistables = new List <SkillType>();

            foreach (var skillType in SkillType.SkillTypes)
            {
                if (SkillChecker.CanResistSkillWithoutDMCheck(initiativeSkillType, skillType.Value, action))
                {
                    resistables.Add(skillType.Value);
                }
            }
            message.skillTypes = new SkillTypeDescription[resistables.Count];
            for (int i = 0; i < resistables.Count; ++i)
            {
                message.skillTypes[i] = StreamableFactory.CreateSkillTypeDescription(resistables[i]);
            }
            return(message);
        }
Exemplo n.º 4
0
 public void PassiveUseSkill(SkillType skillType, bool force, bool bigone, int[] fixedDicePoints = null)
 {
     if (force)
     {
         this.PassiveSelectSkill(skillType, bigone, fixedDicePoints);
     }
     else
     {
         if (SkillChecker.CanResistSkillWithoutDMCheck(SkillChecker.Instance.InitiativeSkillType, skillType, SkillChecker.Instance.CheckingAction))
         {
             this.PassiveSelectSkill(skillType, bigone, fixedDicePoints);
         }
         else
         {
             Game.DM.DMClient.RequestDMCheck(SkillChecker.Instance.Passive.Controller,
                                             SkillChecker.Instance.Passive.Name + "对" + SkillChecker.Instance.Passive.Name + "使用" + skillType.Name + ",可以吗?",
                                             result => { if (result)
                                                         {
                                                             this.PassiveSelectSkill(skillType, bigone, fixedDicePoints);
                                                         }
                                             });
         }
     }
 }
Exemplo n.º 5
0
 public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition)
 {
 }
Exemplo n.º 6
0
 public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, SkillChecker condition) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, condition)
 {
 }
Exemplo n.º 7
0
 public SkillOnPlayerMechanic(long mechanicID, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition = null) : base(mechanicID, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition)
 {
 }
Exemplo n.º 8
0
 public HitByEnemyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition)
 {
     IsEnemyMechanic = true;
 }
Exemplo n.º 9
0
 public SkillMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
     _triggerCondition = condition;
 }
Exemplo n.º 10
0
 public HitOnEnemyMechanic(long[] mechanicIDs, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition = null) : base(mechanicIDs, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition)
 {
 }