public void SetHeroActionType(BattleHero.EAtionType eAtionType) { int heroNo = BattleScene.ActiveTurnHeroNo; if (BattleScene.GetActiveHeroTeam() == false) { heroNo = BattleScene.ActiveTargetHeroNo; } var heroCont = BattleHeroManager.Instance.GetHeroControl(heroNo); if (heroCont != null) { heroCont.ActionType = eAtionType; } // 원래는 상대방의 입력 정보를 알아와야되는데 // 지금은 AI로 대체 . 랜덤으로 타입을 정해준다. heroNo = BattleScene.ActiveTargetHeroNo; if (BattleScene.GetActiveHeroTeam() == false) { heroNo = BattleScene.ActiveTurnHeroNo; } BattleScene.BattleAIManager.SetRandomActionType(heroNo); BattleScene.BattleStateManager.ChangeState(EBattleState.BattleState_Action); BattleScene.OnlyActionInput = false; }
void Update() { TimeElapsed += UnityEngine.Time.deltaTime; if (TimeElapsed >= 1f) { Time -= TimeElapsed; LabelTurnTimer.text = string.Format("{0:N0} Sec", Time); TimeElapsed -= 1f; int iTime = Mathf.CeilToInt(Time); if (iTime == 0) { if (Type == ETurnTimeType.TURNTIME_SEL_TARGET) { if (mBattleScene.ActiveTargetHeroNo > 0) { Owner.SetBattleSelActionType(); } else { // turn out int place = 0; byte[] data = new byte[128]; System.Buffer.BlockCopy(System.BitConverter.GetBytes(true), 0, data, place, sizeof(bool)); mBattleScene.BattleStateManager.ChangeState(EBattleState.BattleState_Action, data); } } else { // random att type if (mBattleScene.ActiveTargetHeroNo > 0) { BattleHero.EAtionType actionType = (BattleHero.EAtionType)Random.Range(0, (int)BattleHero.EAtionType.ACTION_MAX); Owner.SetHeroActionType(actionType); } } } } }