public static GameObject createGameObject(EquipEntity entity, Vector3 position) { Debug.Log("Item.Equip.Factory.createGameObject() : entity.prefab_id : " + entity.prefab_id.ToString()); Debug.Log("Item.Equip.Factory.createGameObject() : _prefabs.Count : " + _prefabs.Count.ToString()); var go_base = _prefabs[entity.prefab_id]; var go = Object.Instantiate(go_base); ItemEquipController iec = go.GetComponentInChildren <ItemEquipController>(); if (iec != null) { iec.entity = entity; } // 出現位置の設定 go.transform.position = position; EquipService.set(go); return(go); }
public static IEnumerator in_fade(int add_clear_count, int add_strength, int add_num) { // 操作があるまで待つ while (!Input.GetMouseButtonUp(0) && !Input.GetKeyUp(KeyCode.Space) && !Input.GetKeyUp(KeyCode.Return)) { yield return(null); } // 画面をフルフェード yield return(GuiService.fadeBacground(1f)); Time.timeScale = 1f; // プレイヤー再初期化 PlayerService.reset(); yield return(new WaitForEndOfFrame()); // BGMチェック MessageBroker.Default.Publish <BgmCheck>(new BgmCheck()); yield return(null); // 次のステージ情報更新 _room_clear_count += add_clear_count; if (_room_clear_count < 1) { _room_clear_count = 1; } _enemy_strength += add_strength; if (_enemy_strength < 1) { _enemy_strength = 1; } _enemy_num += add_num; if (_enemy_num < 1) { _enemy_num = 1; } // ドア閉める // NextRoomのエフェクトを消去 EffectService.nextRoomOff(); yield return(new WaitForEndOfFrame()); // 地面に落ちてる装備品を削除 ItemEquipService.ClearTarget(); ItemEquipService.destroyEquipItem(); yield return(new WaitForEndOfFrame()); // 家具配置範囲再初期化 EffectiveFloorService.reset(); // 家具再初期化 FieldObjectService.reset(); yield return(new WaitForEndOfFrame()); // 敵削除 EnemyService.destroyEnemyDead(); yield return(new WaitForEndOfFrame()); // リセット後の状態を保存 MessageBroker.Default.Publish <SaveDataSave>(new SaveDataSave()); yield return(new WaitForEndOfFrame()); Time.timeScale = 0f; }
/* public static void backgroundFade(float rate, float time = 0.5f) { var image = fade_background.GetComponent<Image>(); image.color = new Color(0, 0, 0, rate); } */ public static void update() { if (_state != GuiState.Room) return; // *左上* // Lv表示 string lv_str = PlayerService.statuString("Lv"); ui_text["Lv"].text = lv_str; // 経験値バー int lv = PlayerService.status("Lv"); int exp = PlayerService.now_exp(); int next_level = PlayerService.next_exp(); //Debug.Log("exp: " + exp.ToString()); //Debug.Log("next_level: " + next_level.ToString()); ui_bar["ExpBar"].value = exp; ui_bar["ExpBar"].maxValue = next_level; /* ui_bar["ExpBar"].value = PlayerService.status("Exp"); ui_bar["ExpBar"].maxValue = PlayerService.nextLevel(lv); */ // HP表示 string hp_str = PlayerService.statuString("HP"); string max_hp_str = PlayerService.statuString("MaxHP"); ui_text["HP"].text = (hp_str + " / " + max_hp_str); // HPバー //int hp = PlayerService.status("HP"); //int max_hp = PlayerService.status("MaxHP"); ui_bar["HPBar"].value = PlayerService.status("HP"); ui_bar["HPBar"].maxValue = PlayerService.status("MaxHP"); // *右上* // クリアした部屋の数 ui_text["RoomClear"].text = GameStageService.status("clear_count").ToString(); // 敵の強さ ui_text["EnemyStrength"].text = GameStageService.status("enemy_strength").ToString(); // 敵数 ui_text["EnemyNum"].text = GameStageService.status("enemy_num").ToString(); // *左下* int p_atk = PlayerService.status("Atk"); int p_def = PlayerService.status("Def"); int p_spd = PlayerService.status("Spd"); ui_text["PlayerAtk"].text = p_atk.ToString(); ui_text["PlayerDef"].text = p_def.ToString(); ui_text["PlayerSpd"].text = p_spd.ToString(); // *右下* int atk = EquipService.status("Atk"); int def = EquipService.status("Def"); int spd = EquipService.status("Spd"); int atk_op = EquipService.status("AtkOp"); int def_op = EquipService.status("DefOp"); int spd_op = EquipService.status("SpdOp"); ui_text["WeaponName"].text = EquipService.weapon_name(); ui_text["WeaponAtkTotal"].text = (atk + atk_op).ToString(); ui_text["WeaponDefTotal"].text = (def + def_op).ToString(); ui_text["WeaponSpdTotal"].text = (spd + spd_op).ToString(); ui_text["WeaponAtkBaseOp"].text = $"{atk} + {atk_op}"; ui_text["WeaponDefBaseOp"].text = $"{def} + {def_op}"; ui_text["WeaponSpdBaseOp"].text = $"{spd} + {spd_op}"; }