Пример #1
0
    // Use this for initialization
    void Start()
    {
        _status = Resources.Load("Date/Status") as Entity_Status;

        _content.transform.localPosition = new Vector3(0, 0, 0);
        Set();

        Debug.Log(_status.param[2].HP);
    }
Пример #2
0
 void Start()
 {
     _entitystatus = Resources.Load("Date/Status") as Entity_Status;
     MAXHP         = _entitystatus.param[3].HP;
     HP            = _entitystatus.param[3].HP;
     Attack        = _entitystatus.param[3].Att;
     Defance       = _entitystatus.param[3].Def;
     MagicAttack   = _entitystatus.param[3].Matt;
     MagicDefance  = _entitystatus.param[3].Mdef;
     Impact        = _entitystatus.param[3].Imap;
     Weight        = _entitystatus.param[3].Wei;
     Technology    = _entitystatus.param[3].Tec;
     Avoidance     = _entitystatus.param[3].Avo;
     //  Debug.Log("しきP" + HP);
 }
Пример #3
0
 // Use this for initialization
 void Start()
 {
     _entitystatus = Resources.Load("Date/Status") as Entity_Status;
 }
Пример #4
0
    void Start()
    {
        switch (Charanum)
        {
        case 0:
            _entitystatus = Resources.Load("Date/Status") as Entity_Status;
            MAXHP         = _entitystatus.param[Charanum].HP;
            HP            = _entitystatus.param[Charanum].HP;
            Attack        = _entitystatus.param[Charanum].Att;
            Defance       = _entitystatus.param[Charanum].Def;
            MagicAttack   = _entitystatus.param[Charanum].Matt;
            MagicDefance  = _entitystatus.param[Charanum].Mdef;
            Impact        = _entitystatus.param[Charanum].Imap;
            Weight        = _entitystatus.param[Charanum].Wei;
            Technology    = _entitystatus.param[Charanum].Tec;
            Avoidance     = _entitystatus.param[Charanum].Avo;
            break;

        case 1:
            _entitystatus = Resources.Load("Date/Status") as Entity_Status;
            MAXHP         = _entitystatus.param[Charanum].HP;
            HP            = _entitystatus.param[Charanum].HP;
            Attack        = _entitystatus.param[Charanum].Att;
            Defance       = _entitystatus.param[Charanum].Def;
            MagicAttack   = _entitystatus.param[Charanum].Matt;
            MagicDefance  = _entitystatus.param[Charanum].Mdef;
            Impact        = _entitystatus.param[Charanum].Imap;
            Weight        = _entitystatus.param[Charanum].Wei;
            Technology    = _entitystatus.param[Charanum].Tec;
            Avoidance     = _entitystatus.param[Charanum].Avo;
            break;

        case 2:
            _entitystatus = Resources.Load("Date/Status") as Entity_Status;
            MAXHP         = _entitystatus.param[Charanum].HP;
            HP            = _entitystatus.param[Charanum].HP;
            Attack        = _entitystatus.param[Charanum].Att;
            Defance       = _entitystatus.param[Charanum].Def;
            MagicAttack   = _entitystatus.param[Charanum].Matt;
            MagicDefance  = _entitystatus.param[Charanum].Mdef;
            Impact        = _entitystatus.param[Charanum].Imap;
            Weight        = _entitystatus.param[Charanum].Wei;
            Technology    = _entitystatus.param[Charanum].Tec;
            Avoidance     = _entitystatus.param[Charanum].Avo;
            break;

        case 3:
            _entitystatus = Resources.Load("Date/Status") as Entity_Status;
            MAXHP         = _entitystatus.param[Charanum].HP;
            HP            = _entitystatus.param[Charanum].HP;
            Attack        = _entitystatus.param[Charanum].Att;
            Defance       = _entitystatus.param[Charanum].Def;
            MagicAttack   = _entitystatus.param[Charanum].Matt;
            MagicDefance  = _entitystatus.param[Charanum].Mdef;
            Impact        = _entitystatus.param[Charanum].Imap;
            Weight        = _entitystatus.param[Charanum].Wei;
            Technology    = _entitystatus.param[Charanum].Tec;
            Avoidance     = _entitystatus.param[Charanum].Avo;
            break;
        }
    }
Пример #5
0
    // Update is called once per frame
    void Update()
    {
        statusui.gameObject.SetActive(false);
        _entitystatus = Resources.Load("Date/Status") as Entity_Status;


        //  _entitystatus.param[0].HP = 1;
        switch (Charanum)
        {
        case 0:
            Name         = "フロイデ";
            MAXHP        = _entitystatus.param[Charanum].HP;
            HP           = _entitystatus.param[Charanum].HP;
            Attack       = _entitystatus.param[Charanum].Att;
            Defance      = _entitystatus.param[Charanum].Def;
            MagicAttack  = _entitystatus.param[Charanum].Matt;
            MagicDefance = _entitystatus.param[Charanum].Mdef;
            Impact       = _entitystatus.param[Charanum].Imap;
            Weight       = _entitystatus.param[Charanum].Wei;
            Technology   = _entitystatus.param[Charanum].Tec;
            Avoidance    = _entitystatus.param[Charanum].Avo;
            statusui.gameObject.SetActive(true);
            break;

        case 1:
            MAXHP        = _entitystatus.param[Charanum].HP;
            HP           = _entitystatus.param[Charanum].HP;
            Attack       = _entitystatus.param[Charanum].Att;
            Defance      = _entitystatus.param[Charanum].Def;
            MagicAttack  = _entitystatus.param[Charanum].Matt;
            MagicDefance = _entitystatus.param[Charanum].Mdef;
            Impact       = _entitystatus.param[Charanum].Imap;
            Weight       = _entitystatus.param[Charanum].Wei;
            Technology   = _entitystatus.param[Charanum].Tec;
            Avoidance    = _entitystatus.param[Charanum].Avo;
            break;

        case 2:
            MAXHP        = _entitystatus.param[Charanum].HP;
            HP           = _entitystatus.param[Charanum].HP;
            Attack       = _entitystatus.param[Charanum].Att;
            Defance      = _entitystatus.param[Charanum].Def;
            MagicAttack  = _entitystatus.param[Charanum].Matt;
            MagicDefance = _entitystatus.param[Charanum].Mdef;
            Impact       = _entitystatus.param[Charanum].Imap;
            Weight       = _entitystatus.param[Charanum].Wei;
            Technology   = _entitystatus.param[Charanum].Tec;
            Avoidance    = _entitystatus.param[Charanum].Avo;
            break;

        case 3:
            MAXHP        = _entitystatus.param[Charanum].HP;
            HP           = _entitystatus.param[Charanum].HP;
            Attack       = _entitystatus.param[Charanum].Att;
            Defance      = _entitystatus.param[Charanum].Def;
            MagicAttack  = _entitystatus.param[Charanum].Matt;
            MagicDefance = _entitystatus.param[Charanum].Mdef;
            Impact       = _entitystatus.param[Charanum].Imap;
            Weight       = _entitystatus.param[Charanum].Wei;
            Technology   = _entitystatus.param[Charanum].Tec;
            Avoidance    = _entitystatus.param[Charanum].Avo;
            break;
        }

        Debug.Log(HP);
        Text_Name.text = Name.ToString();
        //   Image_Icon.sprite = Icon[Charanum];
        Text_HP.text           = "HP = " + int.Parse(HP.ToString());
        Text_Attack.text       = "攻撃 = " + int.Parse(Attack.ToString());
        Text_MagicAttack.text  = "魔攻 = " + int.Parse(MagicAttack.ToString());
        Text_Impact.text       = "衝撃 = " + int.Parse(Impact.ToString());
        Text_Defance.text      = "防御 = " + int.Parse(Defance.ToString());
        Text_MagicDefance.text = "魔防 = " + int.Parse(MagicDefance.ToString());
        Text_Weight.text       = "重さ = " + int.Parse(Weight.ToString());
        Text_Technology.text   = "技術 = " + int.Parse(Technology.ToString());
        Text_Avoidance.text    = "回避 = " + int.Parse(Avoidance.ToString());
    }