// 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); }
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); }
// Use this for initialization void Start() { _entitystatus = Resources.Load("Date/Status") as Entity_Status; }
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; } }
// 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()); }