/*==========================================================================*/ /* func */ /*==========================================================================*/ //------------------------------------------------------------------------ /*! * @brief 起動時呼出し */ //------------------------------------------------------------------------ protected override void Awake() { base.Awake(); #if FLOOR_EXP for (int i = 0; i < m_AcquireExp.Length; i++) { m_AcquireExp[i] = new InGameAcquireExp(); } #endif // #if FLOOR_EXP m_AcquireMoney = new InGameAcquireMoney[GlobalDefine.INGAME_MONEY_MAX]; for (int i = 0; i < m_AcquireMoney.Length; i++) { m_AcquireMoney[i] = new InGameAcquireMoney(); } m_AcquireUnit = new InGameAcquireUnit[GlobalDefine.INGAME_UNIT_MAX]; for (int i = 0; i < m_AcquireUnit.Length; i++) { m_AcquireUnit[i] = new InGameAcquireUnit(); } m_AcquireTicket = new InGameAcquireTicket[GlobalDefine.INGAME_TICKET_MAX]; for (int i = 0; i < m_AcquireTicket.Length; i++) { m_AcquireTicket[i] = new InGameAcquireTicket(); } m_AcquireUnitRareNum = new int[(int)MasterDataDefineLabel.RarityType.MAX]; for (int i = 0; i < m_AcquireUnitRareNum.Length; i++) { m_AcquireUnitRareNum[i] = 0; } }
//---------------------------------------------------------------------------- /*! * @brief コンストラクタ */ //---------------------------------------------------------------------------- public InGameAcquireUnit(InGameAcquireUnit cSrc) { m_UnitID = cSrc.m_UnitID; // 入手ユニット情報:ユニットID m_UnitLevel = cSrc.m_UnitLevel; // 入手ユニット情報:ユニットレベル m_UnitFloor = cSrc.m_UnitFloor; // 入手ユニット情報:入手フロア階層 }