/* 交換キャラクターを選択 */ public static IEnumerator Loop(ObtainChara obtainChara) { DrawParty(obtainChara); /* */ while (true) { if (haveCharaScript.touchId != -1) { joinCharaId = haveCharaScript.touchId; break; } yield return(0); } /* 次状態算出 */ if (joinCharaId == -2) { editPartyStatus = EDIT_PARTY_STATUS._CHANGE_CHARACTER; } if (joinCharaId == -3) { editPartyStatus = EDIT_PARTY_STATUS._DECIDED_JOIN_CHARACTER; } if (joinCharaId >= 0) { editPartyStatus = EDIT_PARTY_STATUS._DECIDED_JOIN_CHARACTER; } /* */ /* 削除 */ Destroy(partyObj); haveCharaScript = null; }
/* 変数定義レベルの初期化 */ public void NewVariables() { saveParty = new SaveParty(); obtainChara = new ObtainChara(); saveParty.NewVariables(); obtainChara.NewVariables(); }
public void LoadFromPartyCharacterId(ObtainChara oc) { for (int i = 0; i < Variables.Party.CharaNumPerParty; i++) { partyCharacter[i] = gameObject.AddComponent <PartyCharacter>(); partyCharacter[i].LoadCharacterData(partyCharacterId[i], oc); } }
/* パーティーを表示 */ public static void DrawParty(ObtainChara obtainChara) { // インスタンス化 GameObject canvas = GameObject.Find("PartyCanvas"); string FilePath = "Prefabs\\Party\\HaveChara"; partyObj = Utility._Object.MyInstantiate(FilePath, canvas); haveCharaScript = partyObj.GetComponent <HaveChara>(); haveCharaScript.GenerateObject(obtainChara.isObtainChara); }
public void LoadCharacterData(int id, ObtainChara oc) { // ロード処理は共通 LoadCharacterData(id); if (id == -1) { return; } // ステータス振分値を obtainChara から読み込む atkAdd = oc.atkAdd[characterId]; maxHpAdd = oc.maxHpAdd[characterId]; hp = cs.maxHp + maxHpAdd; // 振り分け値を反映 bcs.atk += atkAdd; bcs.maxHp += maxHpAdd; }