//識別ごとの行動 public void ActionCommand() { int[] eff; TurnAndPhase.SetCommand(commandNum, type, variety); switch (type) { case (int)TurnAndPhase.Type.TurnEnd: TurnAndPhase.EndAction(); break; case (int)TurnAndPhase.Type.Attack: eff = ReadWrite.CallCommandEffect(type, variety); Floor.ShowSelecting(Unit.playerPosition, eff[1]); break; case (int)TurnAndPhase.Type.Move: eff = ReadWrite.CallCommandEffect(type, variety); Floor.ShowSelecting(Unit.playerPosition, Unit.SumParameter(-1, Unit.StatusName.DIS) + eff[0]); break; case (int)TurnAndPhase.Type.Buff: Floor.ShowSelecting(Unit.playerPosition, 0); GameCamera.TrackPlayer(); break; case (int)TurnAndPhase.Type.Debuff: eff = ReadWrite.CallCommandEffect(type, variety); Floor.ShowSelecting(Unit.playerPosition, eff[2]); break; case (int)TurnAndPhase.Type.Extra: eff = ReadWrite.CallCommandEffect(type, variety); switch (eff[0]) { case 0: Floor.ShowSelecting(Unit.playerPosition, 0); GameCamera.TrackPlayer(); break; case 1: Floor.ShowTeleport(); break; } break; } }
//コマンド終了時の処理 private void FinishCommand() { action = (int)Action.None; TurnAndPhase.EndAction(); Floor.ResetPanel(); }