Пример #1
0
 /// <summary>
 /// 初期化
 /// 継承先では呼ばないこと
 /// </summary>
 /// <remarks>
 /// 外部呼び出しのみ
 /// </remarks>
 /// <param name="teamType">AIが動かすごとができるチームタイプ</param>
 /// <param name="battleSystem">保持するバトルロジッククラス</param>
 public void Initialize(Define.Battle.TEAM_TYPE teamType, BattleSystem battleSystem)
 {
     _teamType     = teamType;
     _enemyTeam    = GetEnemyTeamType(_teamType).Value;
     _actorManager = ApplicationManager.Instance.ActorManager;
     _battleSystem = battleSystem;
     _battleSystem.ItemManager.ItenSpawnCallBackDelegate += ItemSpawnCallback;
 }
Пример #2
0
        //---------------------------------------------------
        // Initialize
        //---------------------------------------------------
        public void Initialize(Define.Battle.TEAM_TYPE teamType, Vector3 pos, Vector3 range, int attackFrame, float attackPower)
        {
            _teamType                     = teamType;
            _boxCollider.size             = range;
            _actorManager                 = ApplicationManager.Instance.ActorManager;
            _attackPower                  = attackPower;
            _endFrameCount                = attackFrame;
            gameObject.transform.position = pos;

            _isInitilaize = true;
        }
Пример #3
0
        //---------------------------------------------------
        // InitializeCoroutin
        //---------------------------------------------------
        IEnumerator InitializeCoroutine()
        {
            if (_gameSceneManager == null)
            {
                _gameSceneManager = gameObject.AddComponent <GameSceneManager>();
                _gameSceneManager.Initialize();
            }

            if (_actorManager == null)
            {
                _actorManager = new ActorManager();
            }

            if (_master == null)
            {
                _master = gameObject.AddComponent <Master>();

                while (_master.IsInitialize == false)
                {
                    yield return(null);
                }
            }

            if (_cameraManager == null)
            {
                _cameraManager = gameObject.AddComponent <CameraManager>();
            }

            if (_effectManager == null)
            {
                _effectManager = gameObject.AddComponent <EffectManager>();
            }

            if (_ncmbSetting == null)
            {
                yield return(Common.LoadAsync("Prefabs/Settings/NCMBSetting", (obj) =>
                {
                    _ncmbSetting = GameObject.Instantiate(obj as GameObject) as GameObject;
                }));
            }

            if (Master.CheckDataAll() == false)
            {
                GameSceneManager.ChangeScene(Define.Scenes.DANGER);
            }

            QualitySettings.SetQualityLevel(0);

            _isInitialize = true;

            yield return(null);
        }
Пример #4
0
        //---------------------------------------------------
        // AttackHitCallBack
        //---------------------------------------------------
        public void AttackHitCallBack(Actor hitActor, float attackPower)
        {
            ActorManager actorManager = ApplicationManager.Instance.ActorManager;
            Character    hit          = hitActor.GetComponent <Character>();

            if (hit.CharacterModel.Invincible == false &&
                hit.CharacterModel.Hp > 0)
            {
                if (hit.CharacterModel.Hp - attackPower < 0)
                {
                    attackPower = hit.CharacterModel.Hp;
                }

                hit.CharacterModel.Hp -= attackPower;
            }
        }
Пример #5
0
        //---------------------------------------------------
        // Release
        //---------------------------------------------------
        public void Release()
        {
            if (_gameSceneManager != null)
            {
                _gameSceneManager.Release();
                _gameSceneManager = null;
            }

            if (_actorManager != null)
            {
                _actorManager.Release();
                _actorManager = null;
            }

            if (_master != null)
            {
                _master = null;
            }

            if (_effectManager != null)
            {
                _effectManager = null;
            }
        }
Пример #6
0
 //---------------------------------------------------
 // Release
 //---------------------------------------------------
 override protected void Release()
 {
     _actorManager = null;
 }