public override void Execute(BattleMain battle_main) { Entity.Animator.SetTrigger("attack"); Entity.AttackImpact2 = OnRunImpact; Entity.AttackImpact = OnAttackImppact; Entity.AttackBack = OnAttackBack; Target.HitPoint = OnHitPoint; }
public void Setup(BattleMain battle_main) { battle_main_ = battle_main; ai_setting_ = new AiSetting(battle_main); List <Enemy> enemy_list = GetEnemyList(); foreach (Enemy enemy in enemy_list) { //enemy.State = Enemy.ActionState.Ready; } }
void Setup() { // バトルシーン単体起動の時用 if (model_ == null) { model_ = Resources.Load("ScriptableObject/Battle/BattleInfo1_1") as BattleInfo; player_info_ = Resources.Load("ScriptableObject/Battle/PlayerInfo") as PlayerInfo; player_command_info_ = Resources.Load("ScriptableObject/Battle/PlayerCommandInfo") as PlayerCommandInfo; stage_info_ = Resources.Load("ScriptableObject/Stage/StageInfo1") as StageInfo; BattleData.SetStageModel(stage_info_.StageInfoList[0]); } // 背景をロードして配置 CreateBackground(); //行動ボタンを作成。 // CreatePlayerCommand(); //ステージのmaterialを変更 CreatePlane(); // イメージ画像をロード CreateCharaImage(); //キャラクター名前更新 CreateCharaName(); // 敵キャラクターのロードして配置 CreateEnemy(); // 味方キャラクターのロードして配置 CreatePlayer(); // バトルメイン作成 battle_main_ = new BattleMain(); battle_main_.Setup(user_list_, enemy_list_, battle_ui_); // AI ai_controller.Setup(battle_main_); // UIの初期化 player_commaond_ui_.Setup(battle_main_); //スキルアクションの初期化 // skill_aciton_.Setup(battle_main_); // 準備が整ったらバトルスタート battle_main_.CurrentBattleState = BattleMain.BattleState.InBattle; }
// アクションが実行された時の処理 public override void Execute(BattleMain battle_main) { GameObject skill_effect_go = Instantiate(skill_info_.EffectPrehab, Target.EffectTransform); skill_effect_go.transform.localPosition = Vector3.zero; skill_effect_go.transform.localRotation = new Quaternion(); float adjust_attack = (Target.Status.BaseAttack * damage_value_); Debug.Log("adjust_deffence = " + adjust_attack); Target.Status.AdjustAttack += (int)adjust_attack; // アクションが完了した時に知らせる CompleteAction(this); }
public override void Execute(BattleMain battle_main) { float adjust_attack = (Target.Status.BaseAttack * decrease_damage); Debug.Log("adjust_deffence = " + adjust_attack); Target.Status.AdjustAttack -= (int)adjust_attack; GameObject prefab = Resources.Load("Prefab/Battle/Effect/skill/PlasmaExplosionEffect") as GameObject; //impleachment parcticle GameObject skill_effect_go = MonoBehaviour.Instantiate(prefab, Target.EffectTransform); skill_effect_go.transform.localPosition = Vector3.zero; skill_effect_go.transform.localRotation = new Quaternion(); // アクションが完了した時に知らせる CompleteAction(this); }
public override void Execute(BattleMain battle_main) { float adjust_hp = (Target.Status.Hp * skill_info_.DamageValue); UnityEngine.Debug.Log("adjust_hp = " + adjust_hp); Target.Status.Hp += (int)adjust_hp; // GameObject prefab = Resources.Load("Prefab/Battle/Effect/skill/PlasmaExplosionEffect") as GameObject; //impleachment parcticle GameObject skill_effect_go = MonoBehaviour.Instantiate(skill_info_.EffectPrehab, Target.EffectTransform); skill_effect_go.transform.localPosition = Vector3.zero; skill_effect_go.transform.localRotation = new Quaternion(); UnityEngine.Debug.Log("回復アクション終了!!!!"); Invoke("ActionComplete", 2.0f); }
public void Setup(SkillInfo skill_info, BattleMain battle_main, System.Action skill_set_callback) { Debug.Log(skill_info.Name); //スキル情報の反映 skill_tittle_.text = skill_info.Name; skill_number_.text = skill_info.IdNumber.ToString(); skill_explain_.text = skill_info.Explain; skill_image_.sprite = skill_info.SkillImage; skill_damage_ = skill_info.DamageValue; skill_style_ = skill_info.SkillTypeName; //スキル作成 //skill_effect_trans_ = GameObject.Find(skill_info.EffectTransform).transform; skill_effect_prehab_ = skill_info.EffectPrehab; battle_main_ = battle_main; skill_set_callback_ = skill_set_callback; skill_info_ = skill_info; }
void Start() { this.script = GameObject.Find("BattleMain").GetComponent <BattleMain>(); this.canvasDialog = GameObject.Find("ChangeStrategy").GetComponent <Canvas>(); this.canvasDialog.enabled = false; }
public override void OnEnter() { base.OnEnter(); battleMain = Owner.GetComponent <BattleMain>(); }
public AiSetting(BattleMain battle_main) { player_list_ = battle_main.UserList; enemy_list_ = battle_main.EnemyList; }
public override void Execute(BattleMain battle_main) { Damge(Entity, Target, 1.5f); //固有の演出があれば //固有の処理があれば }
void Start() { BMObject = GameObject.Find("BattleMain"); script = BMObject.GetComponent <BattleMain>(); }
public virtual void Execute(BattleMain battle_main) { }
public void Setup(BattleMain battle_main) { battle_main_ = battle_main; skill_set_list_ = new List <SkillSetUI>(); }
void Awake() { S = this; switchingPokemon = false; }