Пример #1
0
    /// <summary>
    /// リンクボーナス設定
    /// </summary>
    /// <param name="skill_id"></param>
    public uint setupLinkEffectInfo(CharaOnce cCharaOnce, MasterDataParamChara cCharaMasterData, bool bLink)
    {
        BaseHeight  = BASE_LINK_BONUS_HEIGHT;
        TitleHeight = TITLE_DEFAULT_HEIGHT;
        TitleWidth  = LINK_BONUS_TITLE_WIDTH;
        MessageBgH  = LINK_MESSAGE_BG_HEIGHT;
        setLinkTitleImage("skill_name_bg1", "linkubo-nasu");
        LvLabel      = GameTextUtil.GetText("unit_status4");
        HpLabel      = GameTextUtil.GetText("unit_status5");
        AtkLabel     = GameTextUtil.GetText("unit_status6");
        CostLabel    = GameTextUtil.GetText("unit_status8");
        LinkLabel    = GameTextUtil.GetText("unit_linkstatus3");
        CharmLabel   = GameTextUtil.GetText("unit_status9");
        IsSkillItem  = false;
        IsViewStatus = true;
        IsViewIcon   = true;


        //
        LinkTitleText = "";

        //----------------------------------------
        // リンク効果設定
        //----------------------------------------
        //int nUnitId = (int)cCharaMasterData.fix_id;
        int    nLv      = cCharaOnce.m_CharaLevel;
        int    nPlusHp  = cCharaOnce.m_CharaPlusHP;
        int    nPlusPow = cCharaOnce.m_CharaPlusPow;
        int    nCost    = cCharaMasterData.party_cost;
        uint   unID     = cCharaMasterData.fix_id;
        double nCharm   = 0;

        //------------------------------------------------------------
        // LINK BONUS
        //------------------------------------------------------------
        //レベル
        Lv = nLv;

        //HP
        int nHp = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.HP) +
                   CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP));

        // ATK
        int nPow = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.POW) +
                    CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW));

        //COST
        Cost = nCost;

        //アイコン
        IsViewIcon = false;

        uint nLinkPoint = 0;

        //リンクポイント
        if (bLink)
        {
            //リンク子の場合はリンクポイントを反映
            nLinkPoint = (uint)cCharaOnce.m_LinkParam.m_CharaLinkPoint;
            float fLinkPoint = nLinkPoint * 0.01f;
            Link = string.Format(GameTextUtil.GetText("unit_linkstatus4"), fLinkPoint);
        }
        else
        {
            //ハイフン表示
            Link = EmptyStr;
        }

        uint nLimitOverLevel = (uint)cCharaOnce.m_CharaLimitOver;

        if (nLimitOverLevel > 0)
        {
            // 限界突破タイプ
            int nLimitOverType = cCharaMasterData.limit_over_type;

            // 限界突破後のコスト
            //Cost = (int)CharaLimitOver.GetParam(nLimitOverLevel, nLimitOverType, (int)CharaLimitOver.EGET.ePARAM_COST);

            // 限界突破後のHp
            nHp = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.HP) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP);

            // 限界突破後のPow
            nPow = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.POW) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW);

            // CHARM
            nCharm = CharaLimitOver.GetParamCharm(nLimitOverLevel, nLimitOverType);
        }

        if (nPlusHp > 0)
        {
            Hp = string.Format(GameTextUtil.GetText("unit_status19"), nHp, nPlusHp);
        }
        else
        {
            Hp = nHp.ToString();
        }

        if (nPlusPow > 0)
        {
            Atk = string.Format(GameTextUtil.GetText("unit_status19"), nPow, nPlusPow);
        }
        else
        {
            Atk = nPow.ToString();
        }

        Charm = nCharm.ToString("F1");

        return(nLinkPoint);
    }
Пример #2
0
    /// <summary>
    /// リンクボーナス設定
    /// </summary>
    /// <param name="skill_id"></param>
    public void setupUnitData(CharaOnce cCharaParam, MasterDataParamChara cCharaMasterData)
    {
        BaseHeight  = BASE_LINK_BONUS_HEIGHT;
        TitleHeight = TITLE_DEFAULT_HEIGHT;
        TitleWidth  = LINK_BONUS_TITLE_WIDTH;
        MessageBgH  = LINK_MESSAGE_BG_HEIGHT;
        setLinkTitleImage("skill_name_bg1", "linkubo-nasu");
        LvLabel      = GameTextUtil.GetText("unit_status4");
        HpLabel      = GameTextUtil.GetText("unit_status5");
        AtkLabel     = GameTextUtil.GetText("unit_status6");
        CostLabel    = GameTextUtil.GetText("unit_status8");
        LinkLabel    = GameTextUtil.GetText("unit_linkstatus3");
        CharmLabel   = GameTextUtil.GetText("unit_status9");
        IsSkillItem  = false;
        IsViewStatus = true;
        IsViewIcon   = true;


        //--------------------------------
        // 選択されているユニット情報を選定
        //--------------------------------
        uint unCharaLevel = (uint)cCharaParam.m_CharaLevel;  // キャラレベル
                                                             // +情報

        //----------------------------------------
        // リンク情報の設定 v300対応
        //----------------------------------------

        //リンクキャラの定義取得
        uint unCharaId = cCharaParam.m_LinkParam.m_CharaID;
        // リンク対象ユニット
        MasterDataParamChara cCharaParamLink = MasterDataUtil.GetCharaParamFromID(unCharaId);
        // コスト
        int nCharaCost = cCharaMasterData.party_cost;

        if (unCharaId > 0 &&
            cCharaParamLink != null)
        {
            //------------------------------------------------------------
            // LINK BONUS
            //------------------------------------------------------------
            //ユニット名
            LinkTitleText = cCharaParamLink.name;

            //レベル
            Lv = cCharaParam.m_LinkParam.m_CharaLv;

            //HP
            int nHp = (CharaLinkUtil.GetLinkUnitBonusElement(cCharaParamLink, cCharaParam.m_LinkParam.m_CharaLv, 0, CharaUtil.VALUE.HP) +
                       CharaLinkUtil.GetLinkUnitBonusPlus(cCharaParam.m_LinkParam.m_CharaPlusHP, CharaUtil.VALUE.HP));
            int nPlusHp = cCharaParam.m_LinkParam.m_CharaPlusHP;
            // ATK
            int nPow = (CharaLinkUtil.GetLinkUnitBonusElement(cCharaParamLink, cCharaParam.m_LinkParam.m_CharaLv, 0, CharaUtil.VALUE.POW) +
                        CharaLinkUtil.GetLinkUnitBonusPlus(cCharaParam.m_LinkParam.m_CharaPlusPow, CharaUtil.VALUE.POW));
            int nPlusPow = cCharaParam.m_LinkParam.m_CharaPlusPow;

            double nCharm = 0;

            //COST
            Cost = cCharaParamLink.party_cost;

            // リンクポイント
            float fLinkPoint = (cCharaParam.m_LinkParam.m_CharaLinkPoint) * 0.01f;
            Link = string.Format(GameTextUtil.GetText("unit_linkstatus4"), fLinkPoint);

            uint nLimitOverLevel = (uint)cCharaParam.m_LinkParam.m_CharaLOLevel;

            if (nLimitOverLevel > 0)
            {
                // 限界突破タイプ
                int nLimitOverType = cCharaParamLink.limit_over_type;

                // 限界突破後のコスト
                //Cost = (int)CharaLimitOver.GetParam(nLimitOverLevel, nLimitOverType, (int)CharaLimitOver.EGET.ePARAM_COST);

                // 限界突破後のHp
                nHp = CharaLinkUtil.GetLinkUnitBonusElement(unCharaId, Lv, nLimitOverLevel, CharaUtil.VALUE.HP) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP);

                // 限界突破後のPow
                nPow = CharaLinkUtil.GetLinkUnitBonusElement(unCharaId, Lv, nLimitOverLevel, CharaUtil.VALUE.POW) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW);

                // CHARM
                nCharm = CharaLimitOver.GetParamCharm(nLimitOverLevel, nLimitOverType);
            }

            //キャラアイコン
            IsViewIcon = true;
            IconSelect = MainMenuUtil.GetElementCircleSprite(cCharaParamLink.element);
            UnitIconImageProvider.Instance.Get(
                cCharaParamLink.fix_id,
                sprite =>
            {
                IconImage = sprite;
            });

            if (nPlusHp > 0)
            {
                Hp = string.Format(GameTextUtil.GetText("unit_status19"), nHp, nPlusHp);
            }
            else
            {
                Hp = nHp.ToString();
            }

            if (nPlusPow > 0)
            {
                Atk = string.Format(GameTextUtil.GetText("unit_status19"), nPow, nPlusPow);
            }
            else
            {
                Atk = nPow.ToString();
            }

            Charm = nCharm.ToString("F1");
        }
    }
Пример #3
0
    //----------------------------------------------------------------------------
    /*!
		@brief	キャラ情報セットアップ:マスターデータ指定
		@param	MasterDataParamChara	cMasterData		キャラマスター
		@param	int						nLevel			キャラレベル
		@param	int						lbsLv			リミットブレイクスキルレベル
		@param	int						nPlusPow		プラス値:攻撃
		@param	int						nPlusHP			プラス値:体力
		@param	int						nLOLevel		プラス値:限界突破値
		@note
	*/
    //----------------------------------------------------------------------------
    public bool CharaSetupFromParam(MasterDataParamChara cMasterData, int nLevel, int lbsLv, int nPlusPow, int nPlusHP, int nLOLevel)
    {
        m_CharaMasterDataParam = cMasterData;
        m_bHasCharaMasterDataParam = (null != m_CharaMasterDataParam);

        if (m_CharaMasterDataParam == null)
        {
            Debug.LogError("CharaSetup Error! - InstanceNone!! ");
            return false;
        }

        // @change Developer 2015/09/03 ver300
        #region ==== 通常処理 ====
        int nPlusValuePow = 0;
        int nPlusValueHP = 0;

        m_CharaLevel = nLevel;
        m_CharaLBSLv = lbsLv;

        float fLimitOverHP = 0;
        float fLimitOverATK = 0;

        #region ==== スキルレベルまるめ処理 ====
        MasterDataSkillLimitBreak cSkillLimitBreak = BattleParam.m_MasterDataCache.useSkillLimitBreak(cMasterData.skill_limitbreak);
        if (cSkillLimitBreak != null)
        {
            if (lbsLv > cSkillLimitBreak.level_max)
            {
                m_CharaLBSLv = cSkillLimitBreak.level_max;
            }
        }
        #endregion

        #region ==== リミットオーバーまるめ処理 ====
        MasterDataLimitOver _masterMainLO = MasterFinder<MasterDataLimitOver>.Instance.Find((int)cMasterData.limit_over_type);
        if (_masterMainLO != null)
        {
            if (nLOLevel > _masterMainLO.limit_over_max)
            {
                nLOLevel = _masterMainLO.limit_over_max;
            }
        }
        #endregion

        m_CharaPow = CharaUtil.GetStatusValue(m_CharaMasterDataParam, nLevel, CharaUtil.VALUE.POW);
        m_CharaDef = CharaUtil.GetStatusValue(m_CharaMasterDataParam, nLevel, CharaUtil.VALUE.DEF);
        m_CharaHP = CharaUtil.GetStatusValue(m_CharaMasterDataParam, nLevel, CharaUtil.VALUE.HP);
        m_CharaLimitBreak = 0;
        m_CharaPlusPow = nPlusPow;
        m_CharaPlusDef = 0;
        m_CharaPlusHP = nPlusHP;
        m_CharaLimitOver = nLOLevel;
        m_CharaCharm = CharaLimitOver.GetParamCharm((uint)nLOLevel, cMasterData.limit_over_type);
        // レベルMAXなら限界突破の値を追加

        float fLimitOverAddHp = CharaLimitOver.GetParam((uint)nLOLevel, cMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_HP);
        float fLimitOverAddAtk = CharaLimitOver.GetParam((uint)nLOLevel, cMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_ATK);


        fLimitOverHP = m_CharaHP * (fLimitOverAddHp / 100);
        fLimitOverATK = m_CharaPow * (fLimitOverAddAtk / 100);

        // プラス値を算出
        nPlusValuePow = m_CharaPlusPow * GlobalDefine.PLUS_RATE_POW;
        nPlusValueHP = m_CharaPlusHP * GlobalDefine.PLUS_RATE_HP;
        #endregion

        // @add Developer 2015/09/03 ver300
        #region ==== リンクシステム処理 ====
        int nElemValuePow = 0;
        int nElemValueHP = 0;
        int nRaceValuePow = 0;
        int nRaceValueHP = 0;
        int nLinkPlusValuePow = 0;
        int nLinkPlusValueHP = 0;
        double nLinkCharm = 0;
        // リンク中の場合
        //MasterDataParamChara cLinkCharaMaster = BattleParam.m_MasterDataCache.useCharaParam(m_LinkParam.m_CharaID);
        MasterDataParamChara cLinkCharaMaster = m_LinkParam.m_cCharaMasterDataParam;
        if (cLinkCharaMaster != null)
        {
            float fWork = 0.0f;

            // 属性ボーナスを加算
            nElemValuePow = CharaLinkUtil.GetLinkUnitBonusElement(cLinkCharaMaster, m_LinkParam.m_CharaLv, (uint)m_LinkParam.m_CharaLOLevel, CharaUtil.VALUE.POW);
            nElemValueHP = CharaLinkUtil.GetLinkUnitBonusElement(cLinkCharaMaster, m_LinkParam.m_CharaLv, (uint)m_LinkParam.m_CharaLOLevel, CharaUtil.VALUE.HP);

            // 種族ボーナス:攻撃力の+%値を算出
            fWork = CharaLinkUtil.GetLinkUnitBonusRace(cLinkCharaMaster, cLinkCharaMaster.kind, CharaUtil.VALUE.POW);           // %値取得(メイン)
            fWork += CharaLinkUtil.GetLinkUnitBonusRace(cLinkCharaMaster, cLinkCharaMaster.sub_kind, CharaUtil.VALUE.POW);          // %値取得(サブ)
            fWork = InGameUtilBattle.GetDBRevisionValue(fWork);                                                                 // 数値変換
            nRaceValuePow = (int)InGameUtilBattle.AvoidErrorMultiple((float)m_CharaPow, fWork);                                         // 増加量

            // 種族ボーナス:体力の実値を取得
            nRaceValueHP = (int)CharaLinkUtil.GetLinkUnitBonusRace(cLinkCharaMaster, cLinkCharaMaster.kind, CharaUtil.VALUE.HP);        // 実値取得(メイン)
            nRaceValueHP += (int)CharaLinkUtil.GetLinkUnitBonusRace(cLinkCharaMaster, cLinkCharaMaster.sub_kind, CharaUtil.VALUE.HP);       // 実値取得(サブ)

            // +値の算出
            nLinkPlusValuePow = CharaLinkUtil.GetLinkUnitBonusPlus(m_LinkParam.m_CharaPlusPow, CharaUtil.VALUE.POW);
            nLinkPlusValueHP = CharaLinkUtil.GetLinkUnitBonusPlus(m_LinkParam.m_CharaPlusHP, CharaUtil.VALUE.HP);
            nLinkCharm = CharaLimitOver.GetParamCharm((uint)m_LinkParam.m_CharaLOLevel, cLinkCharaMaster.limit_over_type);
        }
        else
        {
            // リンク用変数の初期化
            m_LinkParam.Setup();
        }
        #endregion

#if BUILD_TYPE_DEBUG
        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "キャラ基本情報"
            + "[" + cMasterData.name + "]"
            + " FixID:" + cMasterData.fix_id
            + " DrawID:" + cMasterData.draw_id
            + " LV:" + m_CharaLevel.ToString()
            + " SkillLV:" + m_CharaLBSLv.ToString()
            + " LimOverLv:" + m_CharaLimitOver.ToString()
            + " PlusPow:" + m_CharaPlusPow.ToString()
            + " PlusHp:" + m_CharaPlusHP.ToString()
            + " 属性:" + cMasterData.element.ToString()
            + " 種族1:" + cMasterData.kind.ToString()
            + " 種族2:" + cMasterData.sub_kind.ToString()
        );

        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "  HP(" + (m_CharaHP + nPlusValueHP + nElemValueHP + nRaceValueHP + nLinkPlusValueHP + (int)fLimitOverHP).ToString() + ")"
            + " = LV(" + m_CharaHP.ToString() + ")"
            + " + PlusHP(" + nPlusValueHP.ToString() + ")"
            + " + LinkElem(" + nElemValueHP.ToString() + ")"
            + " + LinkRace(" + nRaceValueHP.ToString() + ")"
            + " + LinkPlus(" + nLinkPlusValueHP.ToString() + ")"
            + " + LimitOver(" + ((int)fLimitOverHP).ToString() + ")"
            );
        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "  POW(" + (m_CharaPow + nPlusValuePow + nElemValuePow + nRaceValuePow + nLinkPlusValuePow + (int)fLimitOverATK).ToString() + ")"
            + " = LV(" + m_CharaPow.ToString() + ")"
            + " + PlusPow(" + nPlusValuePow.ToString() + ")"
            + " + LinkElem(" + nElemValuePow.ToString() + ")"
            + " + LinkRace(" + nRaceValuePow.ToString() + ")"
            + " + LinkPlus(" + nLinkPlusValuePow.ToString() + ")"
            + " + LimitOver(" + ((int)fLimitOverATK).ToString() + ")"
            );

        const int ADD_SKILL_COUNT_LIMIT = 50;	// スキル連結数の上限

        if (cMasterData.skill_leader != 0)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "   リーダースキル(fixid:" + cMasterData.skill_leader.ToString(), false);
            MasterDataSkillLeader master_data = BattleParam.m_MasterDataCache.useSkillLeader(cMasterData.skill_leader);
            if (master_data == null)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
            }
            else
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
            }
        }

        if (cMasterData.skill_limitbreak != 0)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "   リミブレスキル(fixid:" + cMasterData.skill_limitbreak.ToString(), false);
            MasterDataSkillLimitBreak master_data = BattleParam.m_MasterDataCache.useSkillLimitBreak(cMasterData.skill_limitbreak);
            if (master_data == null)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
            }
            else
            {
                int loop_limit = ADD_SKILL_COUNT_LIMIT;
                int add_fix_id = master_data.add_fix_id;
                while (add_fix_id != 0)
                {
                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + "+" + add_fix_id.ToString(), false);
                    MasterDataSkillLimitBreak add_master_data = BattleParam.m_MasterDataCache.useSkillLimitBreak((uint)add_fix_id);
                    if (add_master_data == null)
                    {
                        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
                        break;
                    }

                    add_fix_id = add_master_data.add_fix_id;
                    loop_limit--;
                    if (loop_limit <= 0)
                    {
                        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(無限ループ))");
                    }
                }

                DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
            }
        }

        if (cMasterData.skill_active0 != 0)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "   ノーマルスキル1(fixid:" + cMasterData.skill_active0.ToString(), false);
            MasterDataSkillActive master_data = BattleParam.m_MasterDataCache.useSkillActive(cMasterData.skill_active0);
            if (master_data == null)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
            }
            else
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
            }
        }

        if (cMasterData.skill_active1 != 0)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "   ノーマルスキル2(fixid:" + cMasterData.skill_active1.ToString(), false);
            MasterDataSkillActive master_data = BattleParam.m_MasterDataCache.useSkillActive(cMasterData.skill_active1);
            if (master_data == null)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
            }
            else
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
            }
        }

        if (cMasterData.skill_passive != 0)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "   パッシブスキル(fixid:" + cMasterData.skill_passive.ToString(), false);
            MasterDataSkillPassive master_data = BattleParam.m_MasterDataCache.useSkillPassive(cMasterData.skill_passive);
            if (master_data == null)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
            }
            else
            {
                int loop_limit = ADD_SKILL_COUNT_LIMIT;
                int add_fix_id = master_data.add_fix_id;
                while (add_fix_id != 0)
                {
                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + "+" + add_fix_id.ToString(), false);
                    MasterDataSkillPassive add_master_data = BattleParam.m_MasterDataCache.useSkillPassive((uint)add_fix_id);
                    if (add_master_data == null)
                    {
                        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
                        break;
                    }

                    add_fix_id = add_master_data.add_fix_id;
                    loop_limit--;
                    if (loop_limit <= 0)
                    {
                        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(無限ループ))");
                    }
                }

                DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
            }
        }

        if (cLinkCharaMaster != null)
        {
            DebugBattleLog.writeText(DebugBattleLog.StrOpe + " リンクキャラ"
                + "[" + cLinkCharaMaster.name + "]"
                + " FixID:" + cLinkCharaMaster.fix_id
                + " DrawID:" + cLinkCharaMaster.draw_id
                + " LV:" + m_LinkParam.m_CharaLv.ToString()
                + " LimOverLv:" + m_LinkParam.m_CharaLOLevel.ToString()
                + " PlusPow:" + m_LinkParam.m_CharaPlusPow.ToString()
                + " PlusHp:" + m_LinkParam.m_CharaPlusHP.ToString()
                + " LinkPoint:" + m_LinkParam.m_CharaLinkPoint.ToString()
            );

            if (cLinkCharaMaster.link_skill_active != 0)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "    リンクスキル(fixid:" + cLinkCharaMaster.link_skill_active.ToString(), false);
                MasterDataSkillActive master_data = BattleParam.m_MasterDataCache.useSkillActive(cLinkCharaMaster.link_skill_active);
                if (master_data == null)
                {
                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
                }
                else
                {
                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
                }
            }

            if (cLinkCharaMaster.link_skill_passive != 0)
            {
                DebugBattleLog.writeText(DebugBattleLog.StrOpe + "    リンクパッシブスキル(fixid:" + cLinkCharaMaster.link_skill_passive.ToString(), false);
                MasterDataSkillPassive master_data = BattleParam.m_MasterDataCache.useSkillPassive(cLinkCharaMaster.link_skill_passive);
                if (master_data == null)
                {
                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
                }
                else
                {
                    int loop_limit = ADD_SKILL_COUNT_LIMIT;
                    int add_fix_id = master_data.add_fix_id;
                    while (add_fix_id != 0)
                    {
                        DebugBattleLog.writeText(DebugBattleLog.StrOpe + "+" + add_fix_id.ToString(), false);
                        MasterDataSkillPassive add_master_data = BattleParam.m_MasterDataCache.useSkillPassive((uint)add_fix_id);
                        if (add_master_data == null)
                        {
                            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(存在しないfix_id))");
                            break;
                        }

                        add_fix_id = add_master_data.add_fix_id;
                        loop_limit--;
                        if (loop_limit <= 0)
                        {
                            DebugBattleLog.writeText(DebugBattleLog.StrOpe + "ERROR!(無限ループ))");
                        }
                    }

                    DebugBattleLog.writeText(DebugBattleLog.StrOpe + ")[" + master_data.name + "]" + master_data.detail);
                }
            }
        }
#endif //BUILD_TYPE_DEBUG


        // 攻撃力、体力の増加値を加算
        m_CharaPow += nPlusValuePow + nElemValuePow + nRaceValuePow + nLinkPlusValuePow + (int)fLimitOverATK;
        m_CharaHP += nPlusValueHP + nElemValueHP + nRaceValueHP + nLinkPlusValueHP + (int)fLimitOverHP;
        m_CharaCharm += nLinkCharm;

        if (m_CharaPow > GlobalDefine.VALUE_MAX_POW)
        {
            m_CharaPow = GlobalDefine.VALUE_MAX_POW;
        }

        if (m_CharaHP > GlobalDefine.VALUE_MAX_HP)
        {
            m_CharaHP = GlobalDefine.VALUE_MAX_HP;
        }

        return true;
    }
Пример #4
0
    private void SetLinkEffectInfo(CharaOnce cCharaOnce, MasterDataParamChara cCharaMasterData, bool bLink)
    {
        //----------------------------------------
        // リンク効果設定
        //----------------------------------------
        //int nUnitId = (int)cCharaMasterData.fix_id;
        int    nLv      = cCharaOnce.m_CharaLevel;
        int    nPlusHp  = cCharaOnce.m_CharaPlusHP;
        int    nPlusPow = cCharaOnce.m_CharaPlusPow;
        int    nCost    = cCharaMasterData.party_cost;
        uint   unID     = cCharaMasterData.fix_id;
        double nCharm   = 0;

        //------------------------------------------------------------
        // LINK BONUS
        //------------------------------------------------------------
        //レベル
        Lv = nLv;

        //HP
        int nHp = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.HP) +
                   CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP));

        // ATK
        int nPow = (CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, 0, CharaUtil.VALUE.POW) +
                    CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW));

        //COST
        Cost = nCost;

        uint nLinkPoint = 0;

        //リンクポイント
        if (bLink)
        {
            //リンク子の場合はリンクポイントを反映
            nLinkPoint = (uint)cCharaOnce.m_LinkParam.m_CharaLinkPoint;
            float fLinkPoint = nLinkPoint * 0.01f;
            Link = string.Format(GameTextUtil.GetText("unit_linkstatus4"), fLinkPoint);
        }
        else
        {
            //ハイフン表示
            Link = EmptyStr;
        }

        uint nLimitOverLevel = (uint)cCharaOnce.m_CharaLimitOver;

        if (nLimitOverLevel > 0)
        {
            // 限界突破タイプ
            int nLimitOverType = cCharaMasterData.limit_over_type;

            // 限界突破後のコスト
            //Cost = (int)CharaLimitOver.GetParam(nLimitOverLevel, nLimitOverType, (int)CharaLimitOver.EGET.ePARAM_COST);

            // 限界突破後のHp
            nHp = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.HP) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusHp, CharaUtil.VALUE.HP);

            // 限界突破後のPow
            nPow = CharaLinkUtil.GetLinkUnitBonusElement(unID, nLv, nLimitOverLevel, CharaUtil.VALUE.POW) + CharaLinkUtil.GetLinkUnitBonusPlus(nPlusPow, CharaUtil.VALUE.POW);

            // CHARM
            nCharm = CharaLimitOver.GetParamCharm(nLimitOverLevel, nLimitOverType);
        }

        if (nPlusHp > 0)
        {
            Hp = string.Format(GameTextUtil.GetText("unit_linkstatus1"), nHp, nPlusHp);
        }
        else
        {
            Hp = nHp.ToString();
        }

        if (nPlusPow > 0)
        {
            Atk = string.Format(GameTextUtil.GetText("unit_linkstatus1"), nPow, nPlusPow);
        }
        else
        {
            Atk = nPow.ToString();
        }

        Charm = nCharm.ToString("F1");

        //------------------------------------------------------------
        // RACE BONUS
        //------------------------------------------------------------
        // 種族
        //RaceName = GameTextUtil.GetKindToText(cCharaOnce.kind, cCharaOnce.kind_sub);
        RaceName = GameTextUtil.GetKindToText(cCharaMasterData.kind, cCharaMasterData.sub_kind);

        // 説明文
        RaceBonusMessage = CharaLinkUtil.GetLinkBonusRaceText(cCharaMasterData);

        SetLinkEffectSkill(cCharaMasterData, nLinkPoint);
    }
Пример #5
0
    //----------------------------------------------------------------------------

    /*!
     *          @brief	ステータス更新
     *          @note
     */
    //----------------------------------------------------------------------------
    void SetupBlendAfterStatus()
    {
        //-----------------------
        // 合成時のパラメータ数値表示部分を更新
        //-----------------------

        if (m_BaseUnit != null)
        {
            MasterDataParamChara cBaseMasterData = m_BaseUnit.master;
            if (cBaseMasterData != null)
            {
                CharaOnce cCharaParam = new CharaOnce();

                PacketStructUnit cBaseUnit = m_BaseUnit.unit;

                // リンクの限界突破
                int nLinkLimitOverLV = 0;

                PacketStructUnit cLinkUnit = CharaLinkUtil.GetLinkUnit(cBaseUnit.link_unique_id);

                if (cLinkUnit != null)
                {
                    nLinkLimitOverLV = (int)cLinkUnit.limitover_lv;
                }

                if (cBaseUnit.link_info == (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_BASE)
                {
                    cCharaParam.CharaSetupFromID(cBaseUnit.id
                                                 , (int)cBaseUnit.level
                                                 , (int)cBaseUnit.limitbreak_lv
                                                 , 0
                                                 , (int)cBaseUnit.add_pow
                                                 , (int)cBaseUnit.add_hp
                                                 , cLinkUnit.id
                                                 , (int)cLinkUnit.level
                                                 , (int)cLinkUnit.add_pow
                                                 , (int)cLinkUnit.add_hp
                                                 , (int)cBaseUnit.link_point
                                                 , nLinkLimitOverLV
                                                 );
                }
                else
                {
                    cCharaParam.CharaSetupFromID(cBaseUnit.id
                                                 , (int)cBaseUnit.level
                                                 , (int)cBaseUnit.limitbreak_lv
                                                 , 0
                                                 , (int)cBaseUnit.add_pow
                                                 , (int)cBaseUnit.add_hp
                                                 , 0
                                                 , 0
                                                 , 0
                                                 , 0
                                                 , 0
                                                 , nLinkLimitOverLV
                                                 );
                }

                m_BlendLevelMaxWarning = false;
                if (m_BaseUnit.level >= cBaseMasterData.level_max)
                {
                    m_BlendLevelMaxWarning = true;
                }


                uint unBaseAtk = (uint)cCharaParam.m_CharaPow;
                uint unBaseHP  = (uint)cCharaParam.m_CharaHP;

                //-----------------------
                // 合成費用を算出
                // 合成費用 = ( ベースキャラレベル * 100 * 素材数 ) + ( 関連キャラのプラス値合計 * 1000 )
                //-----------------------
                m_BlendPoint  = 0;
                m_BlendPoint += (cBaseMasterData != null) ? (uint)cBaseMasterData.limit_over_unitpoint : 0;

                //-----------------------
                // プラス値を算出
                //-----------------------
                uint unUnitPlusHP  = (uint)cCharaParam.m_CharaPlusHP;
                uint unUnitPlusAtk = (uint)cCharaParam.m_CharaPlusPow;

                //-----------------------
                // ユニットが持ってる総合経験値を算出
                // ※今回の合成で得られる経験値含む
                //-----------------------
                int nTotalEXP      = 0;// GetTotalEXP(ref Parts, fBonusRateTotal, cBaseMasterData.element);
                int nTotalEXPAfter = nTotalEXP + (int)cBaseUnit.exp;
                //-----------------------
                // レベルを算出
                //-----------------------
                uint unUnitLevelMax = (uint)cBaseMasterData.level_max;
                uint unUnitLevel    = (uint)CharaUtil.GetLevelFromExp(cBaseMasterData, nTotalEXPAfter);
                //-----------------------
                // HPとATKを算出
                //-----------------------
                uint unBuildUpHP  = 0;
                uint unBuildUpAtk = 0;

                if (cBaseUnit.link_info == (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_BASE)
                {
                    //リンク親の場合はリンクキャラの値を反映しておく
                    CharaOnce cCharaParamBuildUp = new CharaOnce();
                    cCharaParamBuildUp.CharaSetupFromID(cBaseUnit.id
                                                        , (int)unUnitLevel
                                                        , (int)cBaseUnit.limitbreak_lv
                                                        , 0
                                                        , (int)unUnitPlusAtk
                                                        , (int)unUnitPlusHP
                                                        , cLinkUnit.id
                                                        , (int)cLinkUnit.level
                                                        , (int)cLinkUnit.add_pow
                                                        , (int)cLinkUnit.add_hp
                                                        , (int)cBaseUnit.link_point
                                                        , nLinkLimitOverLV
                                                        );
                    unBuildUpHP  = (uint)cCharaParamBuildUp.m_CharaHP;
                    unBuildUpAtk = (uint)cCharaParamBuildUp.m_CharaPow;
                }
                else
                {
                    unBuildUpHP  = (uint)CharaUtil.GetStatusValue(cBaseMasterData, (int)unUnitLevel, CharaUtil.VALUE.HP);
                    unBuildUpAtk = (uint)CharaUtil.GetStatusValue(cBaseMasterData, (int)unUnitLevel, CharaUtil.VALUE.POW);
                    //プラス値より合成後のHPとATK値を求める
                    unBuildUpHP  += unUnitPlusHP * GlobalDefine.PLUS_RATE_HP;
                    unBuildUpAtk += unUnitPlusAtk * GlobalDefine.PLUS_RATE_POW;
                }

                //-----------------------
                // HPとATKの表示形式とカラーの設定
                // 強化後のHP/ATK、プラス値更新があったら色つける
                //-----------------------
                //フォーマット
                string strFormatUp      = GameTextUtil.GetText("kyouka_text1"); //値上昇時
                string strFormatMax     = "{0}";                                //値MAX
                string strFormat        = "{0}";                                //値変更なし
                string strFormatPlus    = "[{0}]";
                string strFormatPlusNum = "+{0}";

                string strUnitPlusHP    = "";
                string strUnitPlusHPNum = string.Format(strFormatPlusNum, unUnitPlusHP);
                if (unUnitPlusHP > (uint)cCharaParam.m_CharaPlusHP)
                {
                    strUnitPlusHP = string.Format(strFormatUp, strUnitPlusHPNum);
                }
                else if (unUnitPlusHP == GlobalDefine.PLUS_MAX)
                {
                    strUnitPlusHP = string.Format(strFormatMax, strUnitPlusHPNum);
                }
                else if (unUnitPlusHP == 0)
                {
                    strUnitPlusHP = "";
                }
                else
                {
                    strUnitPlusHP = string.Format(strFormat, strUnitPlusHPNum);
                }
                if (strUnitPlusHP != string.Empty)
                {
                    strUnitPlusHP = string.Format(strFormatPlus, strUnitPlusHP);
                }

                string strUnitPlusAtk   = "";
                string strUnitPlusAtkum = string.Format(strFormatPlusNum, unUnitPlusAtk);
                if (unUnitPlusAtk > (uint)cCharaParam.m_CharaPlusPow)
                {
                    strUnitPlusAtk = string.Format(strFormatUp, strUnitPlusAtkum);
                }
                else if (unUnitPlusAtk == GlobalDefine.PLUS_MAX)
                {
                    strUnitPlusAtk = string.Format(strFormatMax, strUnitPlusAtkum);
                }
                else if (unUnitPlusAtk == 0)
                {
                    strUnitPlusAtk = "";
                }
                else
                {
                    strUnitPlusAtk = string.Format(strFormat, strUnitPlusAtkum);
                }
                if (strUnitPlusAtk != string.Empty)
                {
                    strUnitPlusAtk = string.Format(strFormatPlus, strUnitPlusAtk);
                }

                m_BlendLimitOverResult    = 0;
                m_BlendLimitOverWarning   = false;
                m_BlendLinkPointUpFlag    = false;
                m_BlendLinkPointMaxFlag   = false;
                m_BlendRarityWarning      = false;
                m_BlendPartsSameCharacter = false;
                m_BlendPartsSameSkill     = false;


                // 限界突破レベル
                int nLimitOverCount = 1;

                // ベースユニットの限界突破MAXレベル
                int nLimitOverMaxLevel = (int)CharaLimitOver.GetParam(0, cBaseMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_LIMITOVER_MAX);

                //
                uint unBaseLinkPoint = 0;

                //リンクの子をベースにしている場合は親のリンクポイントを参照する
                if (m_BaseUnit.unit.link_info == (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_LINK)
                {
                    PacketStructUnit cTmpLinkUnit = CharaLinkUtil.GetLinkUnit(m_BaseUnit.unit.link_unique_id);
                    unBaseLinkPoint = cTmpLinkUnit.link_point;
                }
                else if (m_BaseUnit.unit.link_info == (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_BASE)
                {
                    unBaseLinkPoint = m_BaseUnit.unit.link_point;
                }

                //リンクポイントが最大かどうか
                if (unBaseLinkPoint >= CharaLinkUtil.LINK_POINT_MAX)
                {
                    m_BlendLinkPointMaxFlag = true;
                }

                // ベースユニットの限界突破レベル
                uint nLimitOverLevel = m_BaseUnit.unit.limitover_lv + (uint)nLimitOverCount;

                string strBuilupLO    = "";
                string strBuilupCharm = "";
                bool   bChangeLO      = false;
                if (nLimitOverCount > 0 && nLimitOverMaxLevel > 0)
                {
                    bChangeLO = true;
                    // 限界突破が元々MAXの場合
                    if (nLimitOverMaxLevel == m_BaseUnit.limitover_lv)
                    {
                        m_BlendLimitOverResult = (int)CharaLimitOver.RESULT_TYPE.eValueMax;
                    }
                    // 限界突破の上限値を超える場合
                    else if (nLimitOverMaxLevel < nLimitOverLevel)
                    {
                        m_BlendLimitOverResult = (int)CharaLimitOver.RESULT_TYPE.eValueOver;
                    }
                    else
                    {
                        m_BlendLimitOverResult = (int)CharaLimitOver.RESULT_TYPE.ePossible;
                    }
                }

                //限界突破LV最大チェック
                if (nLimitOverMaxLevel < nLimitOverLevel)
                {
                    nLimitOverLevel = (uint)nLimitOverMaxLevel;
                }

                // 限界突破の加算値
                float fLoHp  = ((float)CharaLimitOver.GetParam((uint)nLimitOverLevel, cBaseMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_HP) / 100);
                float fLoAtk = ((float)CharaLimitOver.GetParam((uint)nLimitOverLevel, cBaseMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_ATK) / 100);

                // ベースユニットの元々のHPと攻撃力を算出
                int nCharaHP  = CharaUtil.GetStatusValue(cBaseMasterData, (int)unUnitLevel, CharaUtil.VALUE.HP);
                int nCharaPow = CharaUtil.GetStatusValue(cBaseMasterData, (int)unUnitLevel, CharaUtil.VALUE.POW);

                // 限界突破のパラメーターを反映
                uint unLO_HP  = (uint)(nCharaHP * fLoHp);
                uint unLO_Atk = (uint)(nCharaPow * fLoAtk);

                double dLimitOverCharm = CharaLimitOver.GetParamCharm(nLimitOverLevel, cBaseMasterData.limit_over_type);
                //int nLimitOverCost = (int)CharaLimitOver.GetParam(nLimitOverLevel, cBaseMasterData.limit_over_type, (int)CharaLimitOver.EGET.ePARAM_COST);

                string strBuildUpHP  = (unBuildUpHP + unLO_HP).ToString();
                string strBuildUpAtk = (unBuildUpAtk + unLO_Atk).ToString();


                if (unBuildUpHP > unBaseHP || nLimitOverLevel != m_BaseUnit.limitover_lv)
                {
                    strBuildUpHP = string.Format(strFormatUp, strBuildUpHP);
                }
                else if (unBuildUpHP == GlobalDefine.VALUE_MAX_HP)
                {
                    strBuildUpHP = string.Format(strFormatMax, strBuildUpHP);
                }
                else
                {
                    strBuildUpHP = string.Format(strFormat, strBuildUpHP);
                }

                if (unBuildUpAtk > unBaseAtk || nLimitOverLevel != m_BaseUnit.limitover_lv)
                {
                    strBuildUpAtk = string.Format(strFormatUp, strBuildUpAtk);
                }
                else if (unBuildUpAtk == GlobalDefine.VALUE_MAX_POW)
                {
                    strBuildUpAtk = string.Format(strFormatMax, strBuildUpAtk);
                }
                else
                {
                    strBuildUpAtk = string.Format(strFormat, strBuildUpAtk);
                }

                if (bChangeLO && nLimitOverLevel != m_BaseUnit.limitover_lv)
                {
                    strBuilupLO    = string.Format(strFormatUp, nLimitOverLevel);
                    strBuilupCharm = string.Format(strFormatUp, dLimitOverCharm.ToString("F1"));
                }
                else
                {
                    strBuilupLO    = nLimitOverLevel.ToString();
                    strBuilupCharm = dLimitOverCharm.ToString("F1");
                }

                //----------------------------------------
                // LVカラー
                //----------------------------------------

                string strBuildUpLevel = "";
                if (unUnitLevel == cCharaParam.m_CharaMasterDataParam.level_max)
                {
                    strBuildUpLevel = string.Format(strFormatUp, GameTextUtil.GetText("unit_status18"));
                }
                else
                {
                    if (unUnitLevel != (uint)cCharaParam.m_CharaLevel)
                    {
                        strBuildUpLevel = string.Format("{0}><color=#f90974>{1}</color>/{2}", cCharaParam.m_CharaLevel, unUnitLevel, cCharaParam.m_CharaMasterDataParam.level_max);
                    }
                    else
                    {
                        strBuildUpLevel = string.Format(GameTextUtil.GetText("unit_status17"), cCharaParam.m_CharaLevel, cCharaParam.m_CharaMasterDataParam.level_max);
                    }
                }

                m_UnitStatusPanel.Level = strBuildUpLevel;
                m_UnitStatusPanel.Lo    = strBuilupLO;
                m_UnitStatusPanel.Hp    = strBuildUpHP + strUnitPlusHP;
                m_UnitStatusPanel.Atk   = strBuildUpAtk + strUnitPlusAtk;
                m_UnitStatusPanel.Charm = strBuilupCharm;
                m_UnitBGPanel.Point     = (int)m_BlendPoint;
            }
            else
            {
#if BUILD_TYPE_DEBUG
                Debug.LogError("MasterData None!");
#endif
            }
        }
        m_UnitBGPanel.TotalPoint = (int)UserDataAdmin.Instance.m_StructPlayer.have_unit_point;
    }