Пример #1
0
 public void FinishTurn(BaseCharacter target)
 {
     switch (OType)
     {
     case OptionType.Narcolepsy:
         if (CommonFunction.IsRandom((CommonFloat * Plus)) == true)
         {
             int st = target.AddStateAbnormal((int)StateAbnormal.Sleep);
             if (st != 0)
             {
                 DisplayInformation.Info.AddMessage(
                     CommonFunction.GetAbnormalMessage(StateAbnormal.Sleep, target));
             }
         }
         break;
     }
 }
Пример #2
0
    protected void EffectAbnormal(BaseCharacter target)
    {
        int statusRecoverTarget = CommonFunction.GetDefenceAbnormals(this.Options);

        if (statusRecoverTarget != 0)
        {
            //状態の回復
            if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceAbnormal) == false)
            {
                foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                {
                    //対象の状態異常を含んでいなければ無視
                    if ((statusRecoverTarget & (int)val) == 0)
                    {
                        continue;
                    }

                    //状態異常の回復に成功したら
                    int ret = target.RecoverState((int)val);
                    if (ret != 0)
                    {
                        target.RemoveAbnormalObject(val);
                        DisplayInformation.Info.AddMessage(
                            string.Format(CommonConst.Message.RecoverState, CommonFunction.StateNames[val]));
                    }
                }
            }
            //状態異常の付与
            else
            {
                int state = target.AddStateAbnormal(statusRecoverTarget);

                foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                {
                    if ((state & (int)val) != 0)
                    {
                        DisplayInformation.Info.AddMessage(
                            CommonFunction.GetAbnormalMessage(val, target));
                    }
                }
            }
        }
    }
Пример #3
0
    /// <summary>
    /// 投げる効果(誰かに当たった時)
    /// </summary>
    private bool ThrowActionEffect(ManageDungeon dun, PlayerCharacter player, BaseCharacter target)
    {
        switch (BType)
        {
        case BallType.Fire:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb);

            int damage = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2);

            AttackState atState = target.AddDamage(damage);
            //ボールエフェクト
            EffectFireBallLanding.CreateObject(target).Play();

            //ダメージエフェクト
            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText(damage.ToString(), AttackState.Hit);
            d.Play();

            //ヒットメッセージ
            DisplayInformation.Info.AddMessage(
                target.GetMessageAttackHit(damage));

            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                if (target.Type == ObjectType.Player)
                {
                    ScoreInformation.Info.CauseDeath =
                        string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                    ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;
                }

                DisplayInformation.Info.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));

                player.Death(target, player.AttackInfo);
                target.DeathAction(dun);
            }
            break;

        case BallType.Gyro:

            SoundInformation.Sound.Play(SoundInformation.SoundType.BucketFall);

            //ターゲットが吹き飛ぶ先のポイントを取得
            bool     isWall;
            MapPoint point = dun.GetBlow(target.CurrentPoint, Direction, out isWall);

            //対象のポイントが取得できなければ
            if (CommonFunction.IsNull(point) == true)
            {
            }
            //対象ポイントが取得できればそこに移動
            else
            {
                if (typeof(BaseEnemyCharacter) == target.GetType())
                {
                    ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer;
                }
                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.BlowCharacter, target.DisplayNameInMessage));
                target.BlowDirection = Direction;
                target.BlowPoint     = point;
                target.MoveSpeed     = CommonConst.SystemValue.MoveSpeedDash;
                dun.MoveCharacter(point, target);

                //対象に衝突ダメージ
                if (isWall == true)
                {
                    target.BlowAfterDamage = GyroFixDamage;
                }

                //吹っ飛び先に誰かがいた場合
                MapPoint      vector = CommonFunction.CharacterDirectionVector[Direction];
                MapPoint      next   = MapPoint.Get(point.X + vector.X, point.Y + vector.Y);
                BaseCharacter second = dun.CharacterMap.Get(point.X, point.Y);
                if (CommonFunction.IsNull(second) == false)
                {
                    second.BlowAfterDamage = GyroFixDamage;
                    second.BlowPoint       = second.CurrentPoint;
                }
            }

            break;

        case BallType.Change:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            if (typeof(BaseEnemyCharacter) == target.GetType())
            {
                ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer;
            }
            //ターゲットとプレイヤーの場所を交換

            EffectSmoke.CreateObject(target).Play();
            EffectSmoke.CreateObject(player).Play();
            MapPoint tarp = target.CurrentPoint;
            target.SetPosition(player.CurrentPoint.X, player.CurrentPoint.Y);
            player.SetPosition(tarp.X, tarp.Y);
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.ChangePoint, target.DisplayNameInMessage));
            break;

        case BallType.Pickoff:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象に混乱を付与
            int result = target.AddStateAbnormal((int)StateAbnormal.Confusion);
            //対象が混乱になったらメッセージを表示
            if (result != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, target));
            }
            break;

        case BallType.Bean:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象に麻痺を付与
            int bresult = target.AddStateAbnormal((int)StateAbnormal.Palalysis);
            //対象が麻痺になったらメッセージを表示
            if (bresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Palalysis, target));
            }
            break;

        case BallType.Decoy:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象にデコイを付与
            int dresult = target.AddStateAbnormal((int)StateAbnormal.Decoy);
            //対象がデコイになったらメッセージを表示
            if (dresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Decoy, target));
            }
            break;

        case BallType.Slow:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //対象にスローを付与
            int sresult = target.AddStateAbnormal((int)StateAbnormal.Slow);
            //対象がスローになったらメッセージを表示
            if (sresult != 0)
            {
                EffectSmoke.CreateObject(target).Play();
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Slow, target));
            }
            break;

        //ナックル
        case BallType.Knuckle:

            List <BallType> blist = new List <BallType>();
            foreach (BallType val in Enum.GetValues(typeof(BallType)))
            {
                blist.Add(val);
            }
            blist.Remove(BallType.Knuckle);
            blist.Remove(BallType.Handmaid);

            //ナックル以外の効果をランダムで取得
            BallType temp = blist[UnityEngine.Random.Range(0, blist.Count)];

            BallBase b = new BallBase();
            b.CurrentPoint = CurrentPoint;
            b.Direction    = Direction;
            b.BType        = temp;
            //効果を発動
            b.ThrowActionEffect(dun, player, target);
            break;

        case BallType.Trap:

            TrapBreaker(dun, player);
            break;

        case BallType.Handmaid:

            //ヒットエフェクト
            EffectFireBallLanding.CreateObject(target).Play();

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

            //範囲拡大がついているとき
            int   plus;
            float cf;
            int   dist = 0;
            if (CommonFunction.HasOptionType(this.Options, OptionType.Wildfire, out plus, out cf) == true)
            {
                dist = plus;
            }

            dun.SetUpCharacterMap();
            List <BaseCharacter> targets = dun.GetNearCharacters(target.CurrentPoint, dist, true);

            foreach (BaseCharacter t in targets)
            {
                //int damage2 = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2);
                int damage2 = Mathf.FloorToInt((15 + player.BaseAttack) / (target.CurrentPoint.DistanceAbs(t.CurrentPoint) + 1));

                //効果増幅があったら
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectUp, out plus, out cf) == true)
                {
                    damage2 = damage2 + plus * (int)cf;
                }
                //効果縮小があったら
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectDown, out plus, out cf) == true)
                {
                    damage2 = damage2 - plus * (int)cf;
                }

                //ダメージ増減30%
                float rand = 0.3f;
                if (CommonFunction.HasOptionType(this.Options, OptionType.EffectStabile, out plus, out cf) == true)
                {
                    rand -= cf * plus;
                }
                else if (CommonFunction.HasOptionType(this.Options, OptionType.EffectNotStabile, out plus, out cf) == true)
                {
                    rand += cf * plus;
                }

                damage2 += Mathf.CeilToInt(UnityEngine.Random.Range(-rand * damage2, rand * damage2));

                //通常ダメージの場合
                if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == false)
                {
                    AttackState atState2 = t.AddDamage(damage2);

                    //ダメージエフェクト
                    EffectDamage d2 = EffectDamage.CreateObject(t);
                    d2.SetText(damage2.ToString(), AttackState.Hit);
                    d2.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        t.GetMessageAttackHit(damage2));

                    //対象が死亡したら
                    if (atState2 == AttackState.Death)
                    {
                        DisplayInformation.Info.AddMessage(
                            t.GetMessageDeath(t.HaveExperience));

                        if (t.Type == ObjectType.Player)
                        {
                            ScoreInformation.Info.CauseDeath =
                                string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                            ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;

                            t.Death();
                        }
                        else
                        {
                            if (IsExp == true)
                            {
                                player.Death(t, player.AttackInfo);
                            }
                            else
                            {
                                t.Death();
                            }
                        }
                        t.DeathAction(dun);
                    }
                }
                //基本効果反転
                else
                {
                    t.RecoverHp(damage2);

                    //ヒットエフェクト
                    EffetHitShockWave.CreateObject(t).Play();

                    //ダメージエフェクト
                    EffectDamage d2 = EffectDamage.CreateObject(t);
                    d2.SetText(damage2.ToString(), AttackState.Heal);
                    d2.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverHp, t.DisplayNameInMessage));
                }
            }

            //状態異常の付与
            EffectAbnormal(targets);

            //火柱があれば火柱を立てる
            if (CommonFunction.HasOptionType(this.Options, OptionType.CatchingFire) == true)
            {
                dun.SetUpTrapMap();
                if (CommonFunction.IsNull(dun.TrapMap.Get(CurrentPoint)) == true)
                {
                    BaseTrap trap = TableTrap.GetTrap(CommonConst.ObjNo.Ember);
                    trap.Options   = CommonFunction.CloneOptions(this.Options);
                    trap.IsVisible = true;
                    trap.SetThisDisplayTrap(CurrentPoint.X, CurrentPoint.Y);
                    dun.AddNewTrap(trap);

                    DisplayInformation.Info.AddMessage(
                        CommonConst.Message.TrapEmber);
                }
            }

            break;

        case BallType.Fumble:
            //対象のレベルが2以上ならレベルを下げる
            if (target.Level > 1)
            {
                if (target.Type == ObjectType.Enemy)
                {
                    BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);
                    enemy.Level--;
                    TableEnemy.SetLevel(enemy, enemy.Level,
                                        DisplayInformation.Info.Floor,
                                        DungeonInformation.Info.EnemyHpProb,
                                        DungeonInformation.Info.EnemyAtkProb,
                                        DungeonInformation.Info.EnemyExpProb,
                                        DungeonInformation.Info.StartProbHp,
                                        DungeonInformation.Info.StartProbAtk,
                                        DungeonInformation.Info.StartProbExp);

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.LevelDownPlayer, enemy.DisplayNameInMessage));

                    EffectBadSmoke.CreateObject(enemy).Play();
                }
            }

            break;

        case BallType.Winning:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);
                enemy.Level++;
                TableEnemy.SetLevel(enemy, enemy.Level,
                                    DisplayInformation.Info.Floor,
                                    DungeonInformation.Info.EnemyHpProb,
                                    DungeonInformation.Info.EnemyAtkProb,
                                    DungeonInformation.Info.EnemyExpProb,
                                    DungeonInformation.Info.StartProbHp,
                                    DungeonInformation.Info.StartProbAtk,
                                    DungeonInformation.Info.StartProbExp);

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.LevelUpPlayer, enemy.DisplayNameInMessage));

                EffectFlareCore.CreateObject(enemy).Play();
            }
            break;

        case BallType.Four:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);

                if (enemy.IsFourBallCount() == true)
                {
                    int dam = Mathf.CeilToInt(enemy.MaxHp);

                    AttackState atstate = target.AddDamage(dam);
                    //ボールエフェクト
                    EffetHitShockWave.CreateObject(enemy).Play();

                    //ダメージエフェクト
                    EffectDamage dt = EffectDamage.CreateObject(target);
                    dt.SetText(dam.ToString(), AttackState.Hit);
                    dt.Play();

                    //ヒットメッセージ
                    DisplayInformation.Info.AddMessage(
                        target.GetMessageAttackHit(dam));

                    SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);

                    //対象が死亡したら
                    if (atstate == AttackState.Death)
                    {
                        if (target.Type == ObjectType.Player)
                        {
                            ScoreInformation.Info.CauseDeath =
                                string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal);

                            ScoreInformation.Info.CauseDeathType = DeathCouseType.Item;
                        }
                        DisplayInformation.Info.AddMessage(
                            target.GetMessageDeath(target.HaveExperience));

                        player.Death(target, player.AttackInfo);
                        target.DeathAction(dun);
                    }
                }
                else
                {
                    SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit);
                    //ボールエフェクト
                    EffetHitShockWave.CreateObject(enemy).Play();
                }
            }

            break;

        case BallType.Emery:

            if (target.Type == ObjectType.Enemy)
            {
                BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target);

                if (enemy.IsBoss() == false)
                {
                    GameStateInformation.Info.EmeryTarget = target.ObjNo;

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.EmeryCharacter, target.DisplayNameInMessage));

                    List <BaseCharacter> emeryies = dun.Characters.FindAll(i => i.ObjNo == target.ObjNo);

                    SoundInformation.Sound.Play(SoundInformation.SoundType.Summon);

                    foreach (BaseCharacter c in emeryies)
                    {
                        EffectSmoke.CreateObject(c, false).Play();

                        dun.RemoveCharacter(c);
                        ManageDungeon.KillObjectNow(c);
                    }
                }
            }
            break;
        }
        Options = null;

        return(true);
    }
Пример #4
0
    public virtual AttackState Attack(ManageDungeon dun, BaseCharacter target, BaseCharacter attacker, int power, AttackInformation atinf)
    {
        int damage = 0;

        atinf.AddTarget(target);

        //声を鳴らす
        atinf.AddVoice(attacker.VoiceAttack());

        //攻撃の命中判定
        if (CommonFunction.IsRandom(WeaponDexterity) == true)
        {
            //行動タイプを設定
            atinf.SetBehType(BehaviorType.Attack);

            //命中したら
            atinf.AddHit(target, true);

            //声を鳴らす
            atinf.AddVoice(target.VoiceDefence());

            //サウンドを鳴らす
            atinf.AddSound(GetAttackHitSound());

            BaseOption[] atoptions = attacker.Options;
            BaseOption[] tgoptions = target.Options;

            //与ダメージを計算
            damage = CalcDamage(dun, attacker, target, power, atoptions, tgoptions, 1);

            //スコア関連値の更新
            if (target.Type == ObjectType.Enemy)
            {
                TotalDamage += damage;
                if (ScoreInformation.Info.MostUseWeaponDamage < TotalDamage)
                {
                    ScoreInformation.Info.MostUseWeaponDamage = TotalDamage;
                    ScoreInformation.Info.MostUseWeaponName   = DisplayNameNormal;
                }

                ScoreInformation.Info.AddScore(damage);
            }

            //atinf.AddDamage(target.Name, damage);

            ////ヒットメッセージ
            //atinf.AddMessage(
            //    target.GetMessageAttackHit(this.DisplayNameInMessage, damage));

            ////ダメージ判定
            //AttackState atState = target.AddDamage(damage);
            //ダメージ追加
            AttackState atState = CommonFunction.AddDamage(atinf, attacker, target, damage);

            //ガラスアイテム判定
            WeaponBase atw = attacker.EquipWeapon;
            foreach (BaseOption op in atw.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, atw.DisplayNameInMessage));

                    atw.ForceRemoveEquip(attacker);
                    PlayerCharacter.RemoveItem(atw);
                }
            }
            ShieldBase tgs = target.EquipShield;
            foreach (BaseOption op in tgs.Options)
            {
                if (op.IsBreak() == true)
                {
                    atinf.AddSound(SoundInformation.SoundType.Break);

                    atinf.AddMessage(
                        string.Format(CommonConst.Message.BreakItem, tgs.DisplayNameInMessage));

                    tgs.ForceRemoveEquip(target);
                    PlayerCharacter.RemoveItem(tgs);
                }
            }


            //対象が死亡したら
            if (atState == AttackState.Death)
            {
                atinf.AddKillList(target);

                atinf.AddMessage(
                    target.GetMessageDeath(target.HaveExperience));
            }
            else
            {
                //atinf.IsDeath.Add(target.Name, false);

                addabnormal.Clear();
                prevents.Clear();
                foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                {
                    prevents.Add(val, 0);
                    addabnormal.Add(val, AddAbnormalProb[val]);
                }

                int opab = 0;
                //オプションの付加値設定
                foreach (BaseOption o in atoptions)
                {
                    int ab = o.SetAbnormalAttack(addabnormal);
                    opab = opab | ab;
                }

                int tarabn = AddAbnormal | opab;

                if (tarabn != 0)
                {
                    //オプションによる状態異常の取得
                    //foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    //{
                    //    addabnormal.Add(val, 0);
                    //}

                    //オプションの抵抗値設定
                    foreach (BaseOption o in tgoptions)
                    {
                        o.SetAbnormalPrevent(prevents);
                    }

                    int abn = 0;
                    //状態異常の付与
                    foreach (StateAbnormal val in CommonFunction.StateAbnormals)
                    {
                        int abnormal = (int)val & tarabn;

                        //対象の状態異常を処理
                        if (abnormal != 0)
                        {
                            //float prob = prevents[val] > AddAbnormalProb[val] ? prevents[val] : AddAbnormalProb[val];
                            //状態異常付与が成功したとき
                            if (CommonFunction.IsRandom(addabnormal[val]) == true)
                            {
                                //抵抗に成功したとき
                                if (CommonFunction.IsRandom(prevents[val]) == true)
                                {
                                }
                                else
                                {
                                    int addstate = target.AddStateAbnormal(abnormal);
                                    if (addstate != 0)
                                    {
                                        abn += abnormal;
                                        //atinf.AddAbnormal(target, abnormal);

                                        atinf.AddMessage(
                                            CommonFunction.GetAbnormalMessage(val, target));
                                    }
                                }
                            }
                        }
                    }
                    if (abn != 0)
                    {
                        atinf.AddEffect(EffectBadSmoke.CreateObject(target));
                        atinf.AddAbnormal(target, abn);
                    }
                }
            }

            //エフェクトをかける
            this.AttackEffect(target, attacker, damage.ToString(), AttackState.Hit, atinf);

            return(atState);
        }
        else
        {
            //外れた場合
            atinf.AddHit(target, false);

            EffectDamage d = EffectDamage.CreateObject(target);
            d.SetText("Miss", AttackState.Miss);
            atinf.AddEffect(d);

            atinf.AddSound(GetAttackMissSound());

            atinf.AddMessage(
                target.GetMessageAttackMiss());
            return(AttackState.Miss);
        }
    }
Пример #5
0
    /// <summary>
    /// 使う全般
    /// </summary>
    public bool CommonUseItem(BaseCharacter player)
    {
        //サウンドを鳴らす
        SoundInformation.Sound.Play(SoundInformation.SoundType.Recover);

        //満腹度の回復
        if (SatRecoverPoint > 0)
        {
            if (typeof(PlayerCharacter) == player.GetType())
            {
                ((PlayerCharacter)player).AddSatiety(SatRecoverPoint);
                if (((PlayerCharacter)player).IsSatietyMax == true)
                {
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverSatietyMax));
                }
                else
                {
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverSatiety));
                }
            }
        }
        //HPの回復
        if (HpRecoverPoint > 0)
        {
            player.RecoverHp(HpRecoverPoint);

            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.RecoverHp, player.DisplayNameInMessage));

            //回復エフェクト
            EffectDamage d = EffectDamage.CreateObject(player);
            d.SetText(HpRecoverPoint.ToString(), AttackState.Heal);
            d.Play();
        }
        //状態の回復
        if (StatusRecoverTarget != 0)
        {
            foreach (StateAbnormal val in CommonFunction.StateAbnormals)
            {
                //対象の状態異常を含んでいなければ無視
                if ((StatusRecoverTarget & (int)val) == 0)
                {
                    continue;
                }

                //状態異常の回復に成功したら
                int ret = player.RecoverState((int)val);
                if (ret != 0)
                {
                    player.RemoveAbnormalObject(val);
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.RecoverState, CommonFunction.StateNames[val]));
                }
            }
        }

        //状態異常の付与
        if (StatusBadTarget != 0)
        {
            int state = player.AddStateAbnormal(StatusBadTarget);

            bool isBad = false;

            foreach (StateAbnormal val in CommonFunction.StateAbnormals)
            {
                if ((state & (int)val) != 0)
                {
                    DisplayInformation.Info.AddMessage(
                        CommonFunction.GetAbnormalMessage(val, player));

                    if (CommonFunction.BadAbnormals.Contains(val))
                    {
                        isBad = true;
                    }
                }
            }
            if (state != 0)
            {
                if (isBad == true)
                {
                    EffectBadSmoke.CreateObject(player).Play();
                    //サウンドを鳴らす
                    SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);
                }
                else
                {
                    EffectSmoke.CreateObject(player).Play();
                }
            }
        }
        return(true);
    }
Пример #6
0
    public void TurnFInish(BaseCharacter target, ManageDungeon dun)
    {
        //ふたつの指輪だったら
        if (RType == RingType.TwoRing)
        {
            //毎ターンスコアを減額
            ScoreInformation.Info.AddScore(-100);

            //キャラが正常だったら状態異常をランダム付与
            if (target.CharacterAbnormalState == 0)
            {
                VoiceInformation.Voice.Play(PlayerInformation.Info.PType, VoiceInformation.Voice.PlayRandomDefence());
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                EffectSmoke.CreateObject(target).Play();

                StateAbnormal st = CommonFunction.GetRandomAbnormal();
                //switch (st)
                //{
                //    case StateAbnormal.Sleep:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddSleep, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.Slow:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddSlow, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.Dark:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddDark, target.DisplayNameInMessage));
                //        break;
                //    case StateAbnormal.StiffShoulder:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddShoulder, target.DisplayNameInMessage));
                //        break;
                //    default:
                //        DisplayInformation.Info.AddMessage(
                //            string.Format(CommonConst.Message.AddState, target.DisplayNameInMessage,
                //            CommonFunction.StateNames[st]));
                //        break;
                //}

                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(st, target));
                target.AddStateAbnormal(st);
            }
        }
        else if (RType == RingType.Unlucky)
        {
            if (CommonFunction.IsRandom(0.01f) == true)
            {
                //落とす対象を取得
                BaseItem[] targets = PlayerCharacter.ItemList.FindAll(i => i.IsEquip == false && i.IsDrive == false).ToArray();

                //対象があればランダムで落とす
                if (targets.Length > 0)
                {
                    //対象の中からランダムで一つ抽出
                    BaseItem tar = targets[UnityEngine.Random.Range(0, targets.Length)];

                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.ThrowOffItem,
                                      target.DisplayNameInMessage,
                                      tar.DisplayNameInMessage
                                      ));

                    //プレイヤーから持ち物削除
                    PlayerCharacter.RemoveItem(tar);

                    dun.PutItem(tar, this.CurrentPoint, this.CurrentPoint);

                    tar.ResetObjectPosition();
                }
            }
        }
    }
Пример #7
0
    public bool Invocate(ManageDungeon dun)
    {
        if (IsInvocation == false)
        {
            return(false);
        }
        IsActive     = true;
        IsInvocation = false;
        int bresult;

        //オプションによるトラップ回避
        float t = 0;

        foreach (BaseOption o in Target.Options)
        {
            t += o.DexTrap();
        }

        if (CommonFunction.IsRandom(t) == true)
        {
            DisplayInformation.Info.AddMessage(CommonConst.Message.DexTrap);
            Target = null;
            return(false);
        }

        //スコア値の更新
        DungeonHistoryInformation.Info.iTrapInvokeCount++;

        //サウンドを鳴らす
        if (Target.Type == ObjectType.Player)
        {
            VoiceInformation.Voice.Play(PlayerInformation.Info.PType, VoiceInformation.Voice.PlayRandomDefence());
        }

        bool result = false;

        //効果発動
        switch (TType)
        {
        case TrapType.Bomb:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb);

            //エフェクトの発動
            EffectBigBang.CreateObject(this).Play();

            //ダメージ処理
            int         damage  = Mathf.CeilToInt(Target.CurrentHp / PerPlayerDamage);
            AttackState atState = Target.AddDamage(damage);

            //プレイヤーが死亡したら
            if (atState == AttackState.Death)
            {
                DisplayInformation.Info.AddMessage(
                    Target.GetMessageDeath(Target.HaveExperience));

                ScoreInformation.Info.CauseDeath =
                    string.Format(CommonConst.DeathMessage.Trap, DisplayNameNormal);
                ScoreInformation.Info.CauseDeathType = DeathCouseType.Trap;

                Target.Death();
                Target.DeathAction(dun);
            }


            //ダメージエフェクト
            EffectDamage d = EffectDamage.CreateObject(Target);
            d.SetText(damage.ToString(), AttackState.Hit);
            d.Play();

            //ヒットメッセージ
            DisplayInformation.Info.AddMessage(
                Target.GetMessageAttackHit(damage));

            //周辺キャラのダメージ処理
            dun.SetUpCharacterMap();
            List <BaseCharacter> list = dun.GetNearCharacters(this.CurrentPoint, 1);
            foreach (BaseCharacter c in list)
            {
                atState = c.AddDamage(CommonNumber);
                EffectDamage d2 = EffectDamage.CreateObject(c);
                d2.SetText(CommonNumber.ToString(), AttackState.Hit);
                d2.Play();

                //対象が死亡したら
                if (atState == AttackState.Death)
                {
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.DeathCommon, c.DisplayNameInMessage));

                    c.Death();
                    c.DeathAction(dun);
                }
            }
            result = true;
            break;

        case TrapType.ColorMonitor:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectColorMonitor.CreateObject(this).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.StiffShoulder);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.StiffShoulder, Target));
            }
            result = true;
            break;

        case TrapType.Cyclone:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Cyclone);

            //エフェクトの発動
            EffectCyclone.CreateObject(Target).Play();

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapCyclone2, Target.DisplayNameInMessage));

            //効果

            result = true;
            break;

        case TrapType.Electric:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.ElectricTrap);

            //エフェクトの発動
            EffectThunder.CreateObject(Target).Play();

            BaseItem[] equips = PlayerCharacter.ItemList.FindAll(i => i.IsEquip == true).ToArray();

            if (equips.Length > 0)
            {
                foreach (BaseItem i in equips)
                {
                    i.ForceRemoveEquip(Target);
                }

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapEquipRemove, Target.DisplayNameInMessage));
            }

            result = true;
            break;

        case TrapType.Mud:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Slow);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Slow, Target));
            }
            result = true;
            break;

        case TrapType.Palalysis:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Palalysis);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Palalysis, Target));
            }
            result = true;
            break;

        case TrapType.Photo:
            if (Target.Type == ObjectType.Player)
            {
                //サウンドを鳴らす
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                //エフェクトの発動
                EffectBadSmoke.CreateObject(Target).Play();

                //メッセージの出力
                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapCroquette2, Target.DisplayNameInMessage));

                ((PlayerCharacter)Target).ReduceSatiety(CommonNumber);
                result = true;
            }
            break;

        case TrapType.Poison:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Poison);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Poison, Target));
            }

            result = true;
            break;

        case TrapType.DeadlyPoison:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.DeadlyPoison);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.DeadlyPoison, Target));
            }

            result = true;
            break;

        case TrapType.Rotation:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Rotation);

            //エフェクトの発動
            EffectRotation.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Confusion);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                EffectSmoke.CreateObject(Target);
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, Target));
            }


            result = true;
            break;

        case TrapType.SandStorm:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Cyclone);

            //エフェクトの発動
            EffectSandStorm.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Dark);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Dark, Target));
            }
            result = true;
            break;

        case TrapType.Song:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectBadSmoke.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Sleep);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Sleep, Target));
            }
            result = true;
            break;

        case TrapType.Summon:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Summon);

            //エフェクトの発動
            EffectSummon.CreateObject(Target).Play();

            int cnt = CommonFunction.ConvergenceRandom(CountStart, ProbStart, ProbReduce);

            for (int i = 0; i < cnt; i++)
            {
                dun.SetUpCharacterMap();
                //敵の出現地点を取得
                MapPoint mp = dun.GetCharacterEmptyTarget(Target.CurrentPoint);
                if (CommonFunction.IsNull(mp) == true)
                {
                    break;
                }

                int  enemytype           = TableEnemyMap.GetValue(dun.DungeonObjNo, DisplayInformation.Info.Floor);
                uint rand                = CommonFunction.GetRandomUInt32();
                BaseEnemyCharacter enemy = TableEnemyIncidence.GetEnemy(enemytype, rand, DisplayInformation.Info.Floor);

                enemy.SetCharacterDisplayObject(mp.X, mp.Y);
                dun.AddNewCharacter(enemy);
            }
            DisplayInformation.Info.AddMessage(
                CommonConst.Message.TrapSummon);

            result = true;
            break;

        case TrapType.TheFly:

            if (Target.Type == ObjectType.Player)
            {
                //サウンドを鳴らす
                SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

                //エフェクトの発動
                EffectBadSmoke.CreateObject(Target).Play();

                BaseItem[] foods = PlayerCharacter.ItemList.FindAll(i => i.IType == ItemType.Food).ToArray();

                if (foods.Length > 0)
                {
                    foreach (BaseItem i in foods)
                    {
                        PlayerCharacter.RemoveItem(i);
                        ((PlayerCharacter)Target).AddItem(TableFood.GetItem(CommonConst.ObjNo.FlyCroquette), i.SortNo);
                    }

                    //メッセージの出力
                    DisplayInformation.Info.AddMessage(
                        string.Format(CommonConst.Message.TrapFly2));
                }

                result = true;
            }
            break;

        case TrapType.WaterBucket:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.BucketFall);

            //エフェクトの発動
            EffectWaterBucket.CreateObject(Target).Play();

            //効果
            bresult = Target.AddStateAbnormal((int)StateAbnormal.Reticent);
            //対象が異常になったらメッセージを表示
            if (bresult != 0)
            {
                DisplayInformation.Info.AddMessage(
                    CommonFunction.GetAbnormalMessage(StateAbnormal.Reticent, Target));
            }

            result = true;
            break;

        //花粉
        case TrapType.Pollen:

            //サウンドを鳴らす
            SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke);

            //エフェクトの発動
            EffectSmoke d3 = EffectSmoke.CreateObject(Target);
            d3.SetColor(Color.yellow);
            d3.Play();

            //力減少
            Target.ReducePower((ushort)CommonNumber);

            //メッセージの出力
            DisplayInformation.Info.AddMessage(
                string.Format(CommonConst.Message.TrapPllen2, Target.DisplayNameInMessage));

            result = true;
            break;

        case TrapType.Ember:

            //ダメージ処理
            int damage2 = CommonNumber;

            //通常ダメージの場合
            if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == false)
            {
                AttackState atState2 = Target.AddDamage(damage2);

                //ダメージエフェクト
                EffectDamage d4 = EffectDamage.CreateObject(Target);
                d4.SetText(damage2.ToString(), AttackState.Hit);
                d4.Play();

                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapDamage, Target.DisplayNameInMessage, this.DisplayNameInMessage, damage2));

                //対象が死亡したら
                if (atState2 == AttackState.Death)
                {
                    DisplayInformation.Info.AddMessage(
                        Target.GetMessageDeath(Target.HaveExperience));

                    if (Target.Type == ObjectType.Player)
                    {
                        ScoreInformation.Info.CauseDeath =
                            string.Format(CommonConst.DeathMessage.Trap, DisplayNameNormal);
                        ScoreInformation.Info.CauseDeathType = DeathCouseType.Trap;
                    }
                    Target.Death();
                    Target.DeathAction(dun);
                }
            }
            //反転回復の場合
            else
            {
                Target.RecoverHp(damage2);

                //ダメージエフェクト
                EffectDamage d4 = EffectDamage.CreateObject(Target);
                d4.SetText(damage2.ToString(), AttackState.Heal);
                d4.Play();


                DisplayInformation.Info.AddMessage(
                    string.Format(CommonConst.Message.TrapRecover, Target.DisplayNameInMessage, this.DisplayNameInMessage, damage2));
            }
            break;
        }
        Target = null;

        return(result);
    }