示例#1
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="is_active"></param>
    /// <param name="ai"></param>
    /// <param name="is_debug_stop_mode">ユーザーが画面タッチしたらオートモードを解除するかどうか</param>
    public void startAutoPlay(AI ai = null, bool is_debug_stop_mode = false)
    {
        m_IsPlaying       = true;
        m_IsDebugStopMode = is_debug_stop_mode;
        if (m_IsDebugStopMode)
        {
            BattleParam.setAutoPlayState(BattleParam.AutoPlayState.ON);
        }

        if (ai != null)
        {
            m_AI = ai;
        }
        else
        {
            m_AI = new AI_Default();
        }
        m_AI.startAutoPlay();

        m_Timer         = 0.0f;
        m_AutoPlayPhase = AutoPlayPhase.START_WAIT;
    }
示例#2
0
    public void update(float delta_time)
    {
        if (m_IsPlaying)
        {
            if (m_IsDebugStopMode)
            {
                bool mouse_button = Input.GetMouseButton(0);
                if (mouse_button)
                {
                    BattleParam.setAutoPlayState(BattleParam.AutoPlayState.CANCEL);
                    m_IsPlaying     = false;
                    m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                    return;
                }
            }

            BattleParam.BattlePhase battle_phase = BattleParam.getBattlePhase();
            if (battle_phase == BattleParam.BattlePhase.INPUT ||
                battle_phase == BattleParam.BattlePhase.INPUT_HANDLING
                )
            {
                if (m_IsFullField)
                {
                    return;
                }

                Vector2 hand_pos    = new Vector2(2.0f, 5.0f); //画面外の見えない位置に初期化
                bool    is_touching = false;

                switch (m_AutoPlayPhase)
                {
                case AutoPlayPhase.NOT_INPUT_PHASE:
                {
                    // オートプレイの停止判定
                    if (m_AI.isStopAutoPlay())
                    {
                        BattleParam.setAutoPlayState(BattleParam.AutoPlayState.CANCEL);
                        m_IsPlaying     = false;
                        m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                        m_IsFullField   = false;
                        return;
                    }

                    // プレイヤーフェイズに戻ってきたときにここに来る.
                    m_Timer         = 1.0f;
                    m_AutoPlayPhase = AutoPlayPhase.START_WAIT;
                }
                break;

                case AutoPlayPhase.START_WAIT:
                {
                    m_Timer -= delta_time;
                    if (m_Timer <= 0.0f)
                    {
                        m_PanelInfo = new AI.PanelInfo();
                        m_PanelInfo.m_HandElements  = new MasterDataDefineLabel.ElementType[m_BattleCardManager.m_HandArea.getCardMaxCount()];
                        m_PanelInfo.m_NextElements  = new MasterDataDefineLabel.ElementType[m_BattleCardManager.m_NextArea.getCardMaxCount()];
                        m_PanelInfo.m_FieldElements = new AI.CostInfo[m_BattleCardManager.m_FieldAreas.getFieldAreaCountMax()];
                        for (int field_idx = 0; field_idx < m_PanelInfo.m_FieldElements.Length; field_idx++)
                        {
                            m_PanelInfo.m_FieldElements[field_idx] = new AI.CostInfo(m_BattleCardManager.m_FieldAreas.getFieldArea(field_idx).getCardMaxCount());
                        }
                        m_PanelInfo.m_FieldCosts = new int[m_PanelInfo.m_FieldElements.Length];
                        m_PanelInfo.m_IsBoosts   = new bool[m_PanelInfo.m_FieldElements.Length];

                        // 思考ルーチン初期化
                        m_AI.initThink(_updatePanelInfo());

                        // リミブレスキルをチェック
                        GlobalDefine.PartyCharaIndex limit_break_skill_caster = m_AI.getLimitBreakSkillCaster();
                        if (BattleParam.IsEnableLBS(limit_break_skill_caster) == false)
                        {
                            limit_break_skill_caster = GlobalDefine.PartyCharaIndex.ERROR;
                        }

                        if (limit_break_skill_caster >= GlobalDefine.PartyCharaIndex.LEADER &&
                            limit_break_skill_caster <= GlobalDefine.PartyCharaIndex.FRIEND
                            )
                        {
                            // リミブレスキル発動
                            BattleParam.RequestLBS(limit_break_skill_caster);
                            m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                            m_IsFullField   = false;
                        }
                        else
                        {
                            // パネル操作開始
                            m_PanelPutTimer        = 0.0f;
                            m_PanelPutCountGoal    = m_AI.getPanelPutCount();
                            m_PanelPutCountCurrent = 0;

                            float count_down_time = BattleSceneManager.Instance.PRIVATE_FIELD.calcCountDownTime();
                            if (count_down_time < COUNT_DOWN_TIME)
                            {
                                count_down_time = COUNT_DOWN_TIME;
                            }

                            m_PanelPutInterval = count_down_time / m_PanelPutCountGoal * (1.0f + 1.0f / m_PanelPutCountGoal);
                            m_AutoPlayPhase    = AutoPlayPhase.CARD_GET;
                        }
                    }
                }
                break;

                case AutoPlayPhase.CARD_GET:
                {
                    m_PanelPutTimer += delta_time;

                    float card_get_time = m_PanelPutCountCurrent * m_PanelPutInterval;            // カードを掴む時刻

                    if (m_PanelPutTimer >= card_get_time)
                    {
                        if (m_BattleCardManager != null)
                        {
                            if (m_BattleCardManager.m_FieldAreas.getFieldArea(0).isFull() &&
                                m_BattleCardManager.m_FieldAreas.getFieldArea(1).isFull() &&
                                m_BattleCardManager.m_FieldAreas.getFieldArea(2).isFull() &&
                                m_BattleCardManager.m_FieldAreas.getFieldArea(3).isFull() &&
                                m_BattleCardManager.m_FieldAreas.getFieldArea(4).isFull()
                                )
                            {
                                BattleSceneManager.Instance.PRIVATE_FIELD.skipCountDown();
                                m_IsFullField   = true;
                                m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                                return;
                            }
                        }

                        // カウントダウンスキップ判定
                        if (m_AI.isSkipCountDown())
                        {
                            BattleSceneManager.Instance.PRIVATE_FIELD.skipCountDown();
                            m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                            m_IsFullField   = false;
                            return;
                        }

                        // 思考ルーチン呼び出し
                        int hand_index  = 0;
                        int field_index = 0;
                        m_AI.execThink(ref hand_index, ref field_index, _updatePanelInfo());

                        m_StartPosition = new Vector2(hand_index, 1.0f - 0.3f);
                        m_GoalPosition  = new Vector2(field_index, 0.0f - 0.5f);

                        hand_pos    = m_StartPosition;
                        is_touching = true;

                        float card_put_time = (m_PanelPutCountCurrent + 1) * m_PanelPutInterval - CARD_PUT_TIME;            // カードを置く時刻
                        m_Duration = card_put_time - m_PanelPutTimer;
                        m_Duration = Mathf.Max(m_Duration, 0.0f);
                        m_Duration = Mathf.Min(m_Duration, CARD_MOVE_TIME_MAX);

                        m_Timer         = 0.0f;
                        m_AutoPlayPhase = AutoPlayPhase.CARD_MOVE;
                    }
                }
                break;

                case AutoPlayPhase.CARD_MOVE:
                {
                    m_PanelPutTimer += delta_time;
                    m_Timer         += delta_time;
                    if (m_Timer < m_Duration)
                    {
                        float t = m_Timer / m_Duration;

                        Vector2 vec = m_GoalPosition - m_StartPosition;
                        vec.x      *= t * t;    // 横方向は動き始めをゆっくりにする(2枚以上を掴まないようにするため)
                        vec.y      *= t;
                        hand_pos    = m_StartPosition + vec;
                        is_touching = true;
                    }
                    else
                    {
                        hand_pos    = m_GoalPosition;
                        is_touching = true;

                        m_AutoPlayPhase = AutoPlayPhase.CARD_PUT;
                    }
                }
                break;

                case AutoPlayPhase.CARD_PUT:        // タッチしていないフレームが最低1フレームはあるようにするための処理
                {
                    m_PanelPutTimer += delta_time;

                    m_PanelPutCountCurrent++;

                    hand_pos    = m_GoalPosition;
                    is_touching = false;

                    m_AutoPlayPhase = AutoPlayPhase.CARD_GET;
                }
                break;
                }

                BattleSceneManager.Instance.setOverrideTouchMode(BattleSceneManager.Instance.getCardFieldScreenPos(hand_pos.x, hand_pos.y), is_touching);
            }
            else
            {
                m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
                m_IsFullField   = false;
            }
        }
        else
        {
            m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
            m_IsFullField   = false;
        }
    }
示例#3
0
 public void stopAutoPlay()
 {
     m_IsPlaying     = false;
     m_AutoPlayPhase = AutoPlayPhase.NOT_INPUT_PHASE;
 }