public void AddLeaderSkill(uint _id) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLeaderSkill(_id); SkillList.Add(_newSkill); }
public void CreateSkillList(MasterDataHero master) { UnitSkillContext unit = new UnitSkillContext(); unit.setupHeroSkill((uint)master.default_skill_id, 0, 0, true); SkillList.Add(unit); }
private void setSample() { baseUnitInfo.Name = "テストユニット"; baseUnitInfo.MainRace = null; baseUnitInfo.Lv = "99"; baseUnitInfo.Slv = "5"; baseUnitInfo.Hp = "2580"; baseUnitInfo.Atk = "1860"; baseUnitInfo.Charm = "0.0"; linkUnitInfo.IsActiveLinkUnit = false; linkUnitInfo.Name = ""; linkUnitInfo.Lv = "-"; linkUnitInfo.LinkSkillName = "-"; linkUnitInfo.LinkSkillMessage = ""; linkUnitInfo.LinkSkillRate = ""; linkUnitInfo.LinkPassiveName = "-"; linkUnitInfo.LinkPassiveMessage = ""; linkUnitInfo.NotMessage = ""; baseUnitInfo.LeaderSkill.Clear(); UnitSkillContext leder = new UnitSkillContext(); leder.setupLeaderSkill(0); baseUnitInfo.LeaderSkill.Add(leder); }
public void AddPassiveSkill(uint _id) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupPassiveSkill(_id); SkillList.Add(_newSkill); }
public void AddLimitBreakSkill(uint _id, int level) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLimitBreakSkill(_id, (uint)level); SkillList.Add(_newSkill); }
public void SetDetail(PacketStructHero heroData) { ClearView(); if (heroData == null || heroData.hero_id == 0) { return; } MasterDataHero heroMaster = MasterFinder <MasterDataHero> .Instance.Find((int)heroData.hero_id); if (heroMaster == null) { return; } SetUpHeroName(heroData.hero_id); // 名前 MessageText = heroMaster.detail; // 詳細テキスト AssetBundler.Create().Set("hero_" + heroData.hero_id.ToString("0000"), "hero_" + heroData.hero_id.ToString("0000"), (o) => { Sprite[] sprite = o.AssetBundle.LoadAssetWithSubAssets <Sprite>("hero_" + heroData.hero_id.ToString("0000")); HeroImage = sprite[4]; }).Load(); //------------------------------------------------------------------ // グレードの設定 //------------------------------------------------------------------ m_GradeNum = heroData.level; MasterDataHeroLevel nextHeroLevelMaster = MasterFinder <MasterDataHeroLevel> .Instance.Find((int)heroData.level + 1); if (nextHeroLevelMaster != null) { m_NextGradeNum = nextHeroLevelMaster.exp_next_total - heroData.exp; } else { m_NextGradeNum = 0; } //------------------------------------------------------------------ // イラストレーター名 //------------------------------------------------------------------ /* * MasterDataIllustrator illustratorMaster = MasterFinder<MasterDataIllustrator>.Instance.Find((int)heroMaster.illustrator_id); * if (illustratorMaster != null) * { * IllustratorText = illustratorMaster.name; * } */ //------------------------------------------------------------------ // スキルの設定 //------------------------------------------------------------------ List <UnitSkillContext> skillList = new List <UnitSkillContext>(); UnitSkillContext skill = new UnitSkillContext(); skill.setupHeroSkill((uint)heroMaster.default_skill_id, 0, 0, true); skillList.Add(skill); Skills = skillList; }
public void AddLinkBonus(CharaOnce cCharaOnce, MasterDataParamChara cCharaMasterData) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLinkEffectInfo(cCharaOnce, cCharaMasterData, false); _newSkill.setLinkTitleImage("linkubo-nasu_gray", "skill_name_bg0"); SkillList.Add(_newSkill); }
public void AddLinkPassive(MasterDataParamChara cCharaMasterData) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLinkPassive(cCharaMasterData); _newSkill.setLinkTitleImage("LINK PASSIVE_gray", "skill_name_bg0"); SkillList.Add(_newSkill); }
public void AddLinkSkill(MasterDataParamChara cCharaMasterData, uint nLinkPoint) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLinkSkill(cCharaMasterData, nLinkPoint); _newSkill.setLinkTitleImage("LINK SKILL_gray", "skill_name_bg0"); SkillList.Add(_newSkill); }
public void AddRaceBonus(MasterDataParamChara cCharaMasterData) { UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupRaceBonus(cCharaMasterData); _newSkill.setLinkTitleImage("RACE BONUS_gray", "skill_name_bg0"); SkillList.Add(_newSkill); }
public void AddLinkEffectInfo(CharaOnce cCharaOnce, MasterDataParamChara cCharaMasterData, bool bLink) { if (m_LinkBonus == null) { m_LinkBonus = new UnitSkillContext(); } m_LinkBonus.setupLinkEffectInfo(cCharaOnce, cCharaMasterData, bLink); LinkList.Add(m_LinkBonus); }
public void AddLinkPassive(MasterDataParamChara cCharaMasterData) { if (m_LinkPassive == null) { m_LinkPassive = new UnitSkillContext(); } m_LinkPassive.setupLinkPassive(cCharaMasterData); LinkList.Add(m_LinkPassive); }
public void AddLinkSkill(MasterDataParamChara cCharaMasterData, uint nLinkPoint) { if (m_LinkSkill == null) { m_LinkSkill = new UnitSkillContext(); } m_LinkSkill.setupLinkSkill(cCharaMasterData, nLinkPoint); LinkList.Add(m_LinkSkill); }
public void AddRaceBonus(MasterDataParamChara cCharaMasterData) { if (m_RaceBonus == null) { m_RaceBonus = new UnitSkillContext(); } m_RaceBonus.setupRaceBonus(cCharaMasterData); LinkList.Add(m_RaceBonus); }
public void AddUnitDataLink(CharaOnce cCharaParam, MasterDataParamChara cCharaMasterData) { if (m_LinkBonus == null) { m_LinkBonus = new UnitSkillContext(); } m_LinkBonus.setupUnitData(cCharaParam, cCharaMasterData); LinkList.Add(m_LinkBonus); }
void ChangeStatus(PacketStructUnit unitData, GlobalDefine.PartyCharaIndex partyCharaIndex, PacketStructUnit[] partyUnits) { //------------------------------------------------- // ステータスの変更 //------------------------------------------------- if (m_PartyMemberStatusPanel != null) { m_PartyMemberStatusPanel.ChangeData(unitData, partyCharaIndex, partyUnits); //------------------------------------------------- // スキルの変更 //------------------------------------------------- if (unitData != null && m_SelectPartyCharaIndex == GlobalDefine.PartyCharaIndex.LEADER) { m_PartyMemberStatusPanel.Skills.Clear(); UnitSkillContext skill = new UnitSkillContext(); MasterDataParamChara charMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)unitData.id); skill.setupLeaderSkill(charMaster.skill_leader); m_PartyMemberStatusPanel.Skills.Add(skill); } } }
/// <summary> /// 詳細領域 /// </summary> void CreatePatyStatusPanel() { if (m_PartyMemberStatusPanel == null || m_PartyMemberUnitGroup == null) { return; } // リーダースキルのHP、攻撃力計算のためにユニット情報配列を作成しておく. var partyUnits = new PacketStructUnit[m_PartyMemberUnitGroup.Units.Count]; for (var i = 0; i < partyUnits.Length; i++) { partyUnits[i] = m_PartyMemberUnitGroup.Units[i].UnitData; } m_PartyMemberStatusPanel.UnitStatusParams.Clear(); for (int i = 0; i < m_PartyMemberUnitGroup.Units.Count; ++i) { m_PartyMemberStatusPanel.AddData(m_PartyMemberUnitGroup.Units[i].UnitData, m_PartyMemberUnitGroup.Units[i].PartyCharaIndex, partyUnits); } m_PartyMemberStatusPanel.Skills.Clear(); UnitSkillContext skill = new UnitSkillContext(); MasterDataParamChara charMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)m_PartyMemberUnitGroup.Units[0].UnitData.id); skill.setupLeaderSkill(charMaster.skill_leader); m_PartyMemberStatusPanel.Skills.Add(skill); m_PartyMemberStatusPanel.NameText = string.Format(GameTextUtil.GetText("questlast_text3"), m_CurrentSelectPartyIndex + 1); // パーティ名 m_PartyMemberStatusPanel.SetStatusParam(); if (m_ExpandWindow != null) { m_ExpandWindow.ViewHeightSize = m_PartyMemberStatusPanel.GetComponent <RectTransform>().rect.height; m_PartyMemberStatusPanel.SetParent(m_ExpandWindow.Content); } StartCoroutine(WaitSkillList()); }
//---------------------------------------------------------------------------- /*! * @brief スキル発動ウィンドウOPEN * @param[in] GlobalDefine.PartyCharaIndex (charaIdx) キャラパーティインデックス * @param[in] uint (charaId) キャラID */ //---------------------------------------------------------------------------- public void OpenSkillMenu(GlobalDefine.PartyCharaIndex charaIdx, uint charaId, int turn, bool bSealed = false) { if (m_InGameMenuQuest2 == null) { return; } if (charaIdx == GlobalDefine.PartyCharaIndex.ERROR) { return; } // 既に開いてる場合 if (m_SkillMenuActive == true) { // 一旦初期化する if (InGameUtil.isQuest2() == true) { changePartyUnitParent(false); } if (m_CharaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_newSkill.setupHeroSkill(0); } else { m_newSkill.setupLimitBreakSkill(0, 0); } m_InGameMenuQuest2.Skill_menu_active = false; m_InGameMenuQuest2.Menu_bg_active = false; } m_SkillMenuActive = true; m_CharaIdx = charaIdx; uint skill_limitbreak = 0; uint limitbreak_lv = 0; if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { int unique_id = UserDataAdmin.Instance.m_StructPlayer.current_hero_id; for (int i = 0; i < UserDataAdmin.Instance.m_StructHeroList.Length; ++i) { if (UserDataAdmin.Instance.m_StructHeroList[i].unique_id == unique_id) { skill_limitbreak = (uint)UserDataAdmin.Instance.m_StructHeroList[i].current_skill_id; } } } else { MasterDataParamChara _master = InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaMasterDataParam; skill_limitbreak = _master.skill_limitbreak; limitbreak_lv = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaLBSLv; } if (m_newSkill == null) { m_newSkill = new UnitSkillContext(); m_InGameMenuQuest2.SkillList.Add(m_newSkill); } if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_newSkill.setupHeroSkill(skill_limitbreak); } else { m_newSkill.setupLimitBreakSkill(skill_limitbreak, limitbreak_lv); } m_InGameMenuQuest2.Skill_menu_active = true; m_InGameMenuQuest2.Menu_bg_active = true; changePartyUnitParent(true); SoundUtil.PlaySE(SEID.SE_BATLE_UI_OPEN); m_MenuButton.color = m_MenuButtonGray; m_OkDisable = false; m_InGameMenuQuest2.SkillMenuOkColor = Color.white; if (turn == 0) { if (bSealed == true) { m_InGameMenuQuest2.Skill_title_text = GameTextUtil.GetText("unit_action_01"); m_InGameMenuQuest2.IsBack = true; } else { m_InGameMenuQuest2.Skill_title_text = GameTextUtil.GetText("battle_infotext6"); m_InGameMenuQuest2.IsBack = false; if (charaIdx != GlobalDefine.PartyCharaIndex.HERO) { if (BattleSceneUtil.checkLimitBreak(BattleParam.m_PlayerParty, m_CharaIdx, BattleParam.m_EnemyParam, BattleParam.m_TargetEnemyCurrent) == false) { m_OkDisable = true; m_InGameMenuQuest2.SkillMenuOkColor = Color.gray; } } } } else { if (charaIdx == GlobalDefine.PartyCharaIndex.HERO) { m_InGameMenuQuest2.Skill_title_text = string.Format(GameTextUtil.GetText("hero_skill_hands_battle"), turn); } else { m_InGameMenuQuest2.Skill_title_text = string.Format(GameTextUtil.GetText("unit_skill_turn_battle"), turn); } m_InGameMenuQuest2.IsBack = true; } UnityUtil.SetObjectEnabled(m_MenuButtonMask, true); }
public void SetDetail(PacketStructHero heroData, Action <HeroStoryListItemContext> _OnClickStoryItem) { ClearView(); if (heroData == null || heroData.hero_id == 0) { return; } MasterDataHero heroMaster = MasterFinder <MasterDataHero> .Instance.Find((int)heroData.hero_id); if (heroMaster == null) { return; } SetUpHeroName(heroData.hero_id); // 名前 MessageText = heroMaster.detail; // 詳細テキスト AssetBundler.Create().Set("hero_" + heroData.hero_id.ToString("0000"), "hero_" + heroData.hero_id.ToString("0000"), (o) => { Sprite[] sprite = o.AssetBundle.LoadAssetWithSubAssets <Sprite>("hero_" + heroData.hero_id.ToString("0000")); HeroImage = sprite[4]; }).Load(); //------------------------------------------------------------------ // グレードの設定 //------------------------------------------------------------------ m_GradeNum = heroData.level; MasterDataHeroLevel nextHeroLevelMaster = MasterFinder <MasterDataHeroLevel> .Instance.Find((int)heroData.level + 1); if (nextHeroLevelMaster != null) { m_NextGradeNum = nextHeroLevelMaster.exp_next_total - heroData.exp; } else { m_NextGradeNum = 0; } //------------------------------------------------------------------ // イラストレーター名 //------------------------------------------------------------------ MasterDataIllustrator illustratorMaster = MasterFinder <MasterDataIllustrator> .Instance.Find((int)heroMaster.illustrator_id); if (illustratorMaster != null) { IllustratorText = illustratorMaster.name; } //------------------------------------------------------------------ // スキルの設定 //------------------------------------------------------------------ List <UnitSkillContext> skillList = new List <UnitSkillContext>(); UnitSkillContext skill = new UnitSkillContext(); skill.setupHeroSkill((uint)heroMaster.default_skill_id, heroData.hero_id, m_GradeNum, true); skillList.Add(skill); Skills = skillList; //------------------------------------------------------------------ // ストーリの設定 //------------------------------------------------------------------ List <HeroStoryListItemContext> storyList = new List <HeroStoryListItemContext>(); for (int i = 0; i < 4; ++i) { var model = new ListItemModel((uint)i); HeroStoryListItemContext story = new HeroStoryListItemContext(model); story.StoryTitle = ""; storyList.Add(story); model.OnClicked += () => { _OnClickStoryItem(story); }; // TODO : 演出を入れるならそこに移動 model.Appear(); model.SkipAppearing(); } SetStory(storyList[0], (uint)heroData.hero_id); storyList[1].ContentText = ""; storyList[2].ContentText = ""; storyList[3].ContentText = ""; storyList[0].IsOpenStory = true; Stories = storyList; }
public void setupChara(PacketStructUnit _mainUnit, PacketStructUnit _subUnit, bool dispCharm) { m_baseChara = new CharaOnce(); if (_mainUnit.link_info == (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_BASE && _subUnit != null) { m_baseChara.CharaSetupFromID( _mainUnit.id, (int)_mainUnit.level, (int)_mainUnit.limitbreak_lv, (int)_mainUnit.limitover_lv, (int)_mainUnit.add_pow, (int)_mainUnit.add_hp, _subUnit.id, (int)_subUnit.level, (int)_subUnit.add_pow, (int)_subUnit.add_hp, (int)_mainUnit.link_point, (int)_subUnit.limitover_lv ); } else { m_baseChara.CharaSetupFromID( _mainUnit.id, (int)_mainUnit.level, (int)_mainUnit.limitbreak_lv, (int)_mainUnit.limitover_lv, (int)_mainUnit.add_pow, (int)_mainUnit.add_hp, 0, 0, 0, 0, 0, 0 ); } if (m_baseChara.m_CharaMasterDataParam != null) { UnitIconImageProvider.Instance.Get( _mainUnit.id, sprite => { baseUnitInfo.Icon = sprite; }); baseUnitInfo.LeaderSkill.Clear(); UnitSkillContext leder = new UnitSkillContext(); if (m_baseChara.m_CharaMasterDataParam.skill_leader != 0) { leder.setupLeaderSkill(m_baseChara.m_CharaMasterDataParam.skill_leader); } else { leder.setupLeaderSkill(0); } baseUnitInfo.LeaderSkill.Add(leder); } /** * サブユニット情報 */ if (_subUnit != null) { linkUnitInfo.IsActiveLinkUnit = true; MasterDataParamChara _subMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)_subUnit.id); if (_subMaster != null) { linkUnitInfo.Name = _subMaster.name; linkUnitInfo.Lv = string.Format("{0}/{1}", _subUnit.level, _subMaster.level_max); UnitIconImageProvider.Instance.Get( _subUnit.id, sprite => { linkUnitInfo.Icon = sprite; }); SkillList.Clear(); UnitSkillContext _newSkill = new UnitSkillContext(); _newSkill.setupLinkSkill(_subMaster, 0); _newSkill.setLinkTitleImage("LINK SKILL", "skill_name_bg3"); SkillList.Add(_newSkill); _newSkill = new UnitSkillContext(); _newSkill.setupLinkPassive(_subMaster); _newSkill.setLinkTitleImage("LINK PASSIVE", "skill_name_bg4"); SkillList.Add(_newSkill); } else { #if BUILD_TYPE_DEBUG linkUnitInfo.Name = "<color=#FF0000>No MasterDataParamChara fix_id:" + _subUnit.id + "</color>"; #endif } } else { linkUnitInfo.IsActiveLinkUnit = false; linkUnitInfo.NotMessage = GameTextUtil.GetText("unit_linkstatus5"); } bSetup = true; }