// 턴시작 void Wild_Update_TurnStart() { m_turn++; Wild_Update_SettingTempList(); for (int i = 0; i < m_l_tempList.Count; i++) { m_l_tempList[i].Wild_Active_TurnSetting(); } m_turnPhase = Wild_Dungeon_Battle_TURN.PHASE_SETTING; }
// 페이즈 셋팅 void Wild_Update_PhaseSetting() { m_phase++; // Wild_Update_SettingTempList(); // 점수가 모자란 애들 빼기 { int i = 0; while (i < m_l_tempList.Count) { if (m_l_tempList[i].Wild_Active_GetActivePoint() < 10) { m_l_tempList.RemoveAt(i); } else { i++; } } } if (m_l_tempList.Count == 0) { m_turnPhase = Wild_Dungeon_Battle_TURN.TURN_START; } else { m_l_phase_character.Clear(); // 페이즈에 셋팅 while (m_l_tempList.Count > 0) { int tempCount = 0; int tempActiveNumber = 0; for (int i = 0; i < m_l_tempList.Count; i++) { if (m_l_tempList[i].Wild_Active_GetActivePoint() > tempActiveNumber) { tempCount = i; tempActiveNumber = m_l_tempList[i].Wild_Active_GetActivePoint(); } } m_l_phase_character.Add(m_l_tempList[tempCount]); m_l_tempList.RemoveAt(tempCount); } m_turnPhase = Wild_Dungeon_Battle_TURN.PHASE_ACTIVE; } }
public void Wild_GameStart(Wild_Dungeon_Room _room) { m_room = _room; m_turn = 0; m_phase = 0; Wild_Update_SettingTempList(); for (int i = 0; i < m_l_tempList.Count; i++) { m_l_tempList[i].Wild_Active_BattleStart(); } m_turnPhase = Wild_Dungeon_Battle_TURN.TURN_START; }
// 캐릭터 행동개시 void Wild_Update_PhaseActive() { if (m_l_phase_character[0].Wild_Active_GetIsEnd()) { m_l_phase_character.RemoveAt(0); if (m_l_phase_character.Count == 0) { m_turnPhase = Wild_Dungeon_Battle_TURN.TURN_START; } else if (m_c_manager.Wild_Player_GetCharacterCount() == 0 || m_room.Wild_GetEnemyCount() == 0) { m_turnPhase = Wild_Dungeon_Battle_TURN.BATTLE_END; } } }