/// <summary> /// 落下演出のため、0.1秒間を置いて、イメージ画像を変更する /// </summary> /// <param name="piecetype"></param> /// <returns></returns> IEnumerator ChangePiece(Piece_Type piecetype) { this.GetComponent <Image>().enabled = true; yield return(new WaitForSeconds(0.1f)); _pieceImage.sprite = Sprites[(int)piecetype]; }
/// <summary> /// 敵の属性と破壊したピースの属性によって攻撃を振り分ける /// </summary> /// <param name="piece">3マッチしたパズル</param> /// <param name="enemy"></param> /// <param name="comboCount"></param> public void PieceAttack(Piece_Type piece, Enemy enemy, int comboCount) { switch (piece) { case Piece_Type.RED: enemy.EnemyDamage(RedPiece_Attack(comboCount, enemy.GetEnemyType)); break; case Piece_Type.GREEN: enemy.EnemyDamage(Green_Piece_Attack(comboCount, enemy.GetEnemyType)); break; case Piece_Type.YELLOW: enemy.EnemyDamage(Yellow_Piece_Attack(comboCount, enemy.GetEnemyType)); break; case Piece_Type.BLUE: enemy.EnemyDamage(Blue_Piece_Attack(comboCount, enemy.GetEnemyType)); break; default: NoDamageAttack(); break; } }
public General_Piece(General_Piece temp) { this._Player = temp._Player; this._picBox = null; this._X = temp._X; this._Y = temp._Y; this._Type = temp._Type; }
protected Piece_Type _Type; // the type of the piece public General_Piece(int which_player, PictureBox PicBox_location, int x_location, int y_location, Piece_Type type) { this._Player = which_player; this._picBox = PicBox_location; this._X = x_location; this._Y = y_location; this._Type = type; }
public General_Piece Swap_Pieces(General_Piece temp) { General_Piece this_piece = new General_Piece(this._Player, this._picBox, this._X, this._Y, this._Type); this._Player = temp._Player; this._picBox = temp._picBox; //this._X = temp._X; //this._Y = temp._Y; this._Type = temp._Type; return(this_piece); }
/// <summary> /// 緑属性の攻撃、敵属性に対して有利だった場合は300、不利だったら25、それ以外だったら50とコンボしただけ掛けた攻撃数値を返す /// </summary> /// <param name="comboCount">コンボ数</param> /// <param name="piece">敵の属性</param> /// <returns></returns> public int Green_Piece_Attack(int comboCount, Piece_Type piece) { int attackPoint; if (piece == Piece_Type.YELLOW) { attackPoint = _advantageousPoint * comboCount; } else if (piece == Piece_Type.RED) { attackPoint = _disadvantagePoint * comboCount; } else { attackPoint = _nomalPoint * comboCount; } Debug.Log(attackPoint); return(attackPoint); }
/// <summary> /// 赤属性の攻撃、敵属性に対して有利だった場合は300、不利だったら25、それ以外だったら50とコンボしただけ掛けた攻撃数値を返す /// </summary> /// <param name="comboCount">コンボ数</param> /// <param name="piece">敵の属性</param> /// <returns></returns> public int RedPiece_Attack(int comboCount, Piece_Type piece) { int attackPoint; if (piece == Piece_Type.GREEN) { attackPoint = _advantageousPoint * comboCount; } else if (piece == Piece_Type.BLUE) { attackPoint = _disadvantagePoint * comboCount; } else { attackPoint = _nomalPoint * comboCount; } Debug.Log(attackPoint); return(attackPoint); }
public Bishop(int which_player, PictureBox PicBox_location, int x_location, int y_location, Piece_Type type) : base(which_player, PicBox_location, x_location, y_location, type) { }
//コンストラクタ public Blocks(int x, int y, Piece_Type pieceType) { this.x = x; this.y = y; this.pieceType = pieceType; }
// Setters public void SetType(Piece_Type type) { this._Type = type; }