示例#1
0
        private void CreateStatusContent(BattlerSerializable battler)
        {
            foreach (Transform child in statusContent.transform)
            {
                Destroy(child.gameObject);
            }

            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.HP, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.MP, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.ATK, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.DEF, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.MAT, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.MDF, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.SPD, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.HIT, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.DODGE, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.CRIT, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.EFC, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.RES, battler);
            CreateTextContentInstantiate().GetComponent <StatusContentBehaviour>()
            .Create(StatusTypeEnum.StatusType.HOS, battler);
        }
示例#2
0
        /// <summary>
        /// 回避判定
        /// 味方に対するスキル、もしくは必中でない限り回避チェックを行う
        /// 物理属性が含まれる場合は命中率-回避率
        /// 魔法属性のみの場合は100%-魔法回避率
        /// </summary>
        /// <param name="skill"></param>
        /// <param name="fromBattler"></param>
        /// <param name="toBattler"></param>
        /// <returns></returns>
        private static bool HitCheck(string skillId, BattlerSerializable fromBattler,
                                     BattlerSerializable toBattler)
        {
            var skill = SkillsDicionary.GetSkillById(skillId);

            if (skill.target == SkillConsts.MEMBER || skill.target == SkillConsts.ALL_MEMBER ||
                skill.target == SkillConsts.RANDOM_MEMBER)
            {
                return(true);
            }

            float hitRate = fromBattler.parameter.hit;

            hitRate = hitRate * (skill.effect.hitRate / 100);
            if (skill.effect.elements.Contains(SkillConsts.ELEMENTS_PHYSICS))
            {
                hitRate -= toBattler.parameter.dodge;
            }
            else if (skill.effect.elements.Contains(SkillConsts.ELEMENTS_MAGIC))
            {
                hitRate -= toBattler.parameter.magicDodge;
            }

            if (Random.Range(0, 100) < hitRate)
            {
                return(true);
            }

            return(false);
        }
示例#3
0
        public void Create(StatusTypeEnum.StatusType type, BattlerSerializable battler)
        {
            switch (type)
            {
            case StatusTypeEnum.StatusType.HP:
                SetValue("HP", $"{battler.parameter.hp} / {battler.parameter.maxHp}");
                break;

            case StatusTypeEnum.StatusType.MP:
                SetValue("MP", $"{battler.parameter.mp} / {battler.parameter.maxMp}");
                break;

            case StatusTypeEnum.StatusType.ATK:
                SetValue("攻撃力", $"{battler.parameter.atk}");
                break;

            case StatusTypeEnum.StatusType.DEF:
                SetValue("防御力", $"{battler.parameter.def}");
                break;

            case StatusTypeEnum.StatusType.MAT:
                SetValue("魔法攻撃力", $"{battler.parameter.mat}");
                break;

            case StatusTypeEnum.StatusType.MDF:
                SetValue("魔法防御力", $"{battler.parameter.mdf}");
                break;

            case StatusTypeEnum.StatusType.SPD:
                SetValue("速度", $"{battler.parameter.spd}");
                break;

            case StatusTypeEnum.StatusType.HIT:
                SetValue("命中率", $"{battler.parameter.hit}");
                break;

            case StatusTypeEnum.StatusType.DODGE:
                SetValue("回避率", $"{battler.parameter.dodge}");
                break;

            case StatusTypeEnum.StatusType.CRIT:
                SetValue("クリティカル率", $"{battler.parameter.crit}");
                break;

            case StatusTypeEnum.StatusType.EFC:
                SetValue("効果的中率", $"{battler.parameter.efc}");
                break;

            case StatusTypeEnum.StatusType.RES:
                SetValue("効果抵抗率", $"{battler.parameter.res}");
                break;

            case StatusTypeEnum.StatusType.HOS:
                SetValue("敵対率", $"{battler.parameter.hostile}");
                break;
            }

            SetDescription(type, battler);
        }
示例#4
0
 /// <summary>
 /// 覚えているスキルをすべて装備する
 /// TODO 仕様がふわふわ
 /// </summary>
 /// <param name="battler"></param>
 /// <returns></returns>
 public static List <string> AllSkillEquipment(BattlerSerializable battler)
 {
     battler.learning.ForEach(x =>
     {
         battler.skills.Add(x);
     });
     return(battler.skills);
 }
示例#5
0
        public static BattlerSerializable Create(string monsterId, int level = 1)
        {
            BattlerSerializable enemy = new BattlerSerializable();

            enemy             = BattlerLogic.Create(monsterId, level);
            enemy.battlerType = BattlerEnum.BattlerType.Enemy;
            return(enemy);
        }
 public static bool IsDead(BattlerSerializable battler)
 {
     if (battler.status.Find(x => x.type == StatusConsts.DEAD) != null)
     {
         return(true);
     }
     return(false);
 }
示例#7
0
 private void DeadCheck(BattlerSerializable battler)
 {
     if (BattleLogic.DeadCheck(battler) && BattlerDictionary.IsDead(battler) == false)
     {
         BattleLogic.Dead(battler);
         BattlePresenter.GetInstance().BattlerSpriteModel.GetData(battler.uniqId).Dead.OnNext(true);
     }
 }
示例#8
0
        private string DeadText(BattlerSerializable battler)
        {
            var           color = GuiDictionary.GetBattlerNameColor(battler.battlerType);
            StringBuilder sb    = new StringBuilder();

            sb.Append($"<color={color}>{battler.name}</color>は死亡した");
            return(sb.ToString());
        }
示例#9
0
 private static void Damage(int damage, BattlerSerializable battler)
 {
     battler.parameter.hp -= damage;
     if (battler.parameter.hp < 0)
     {
         battler.parameter.hp = 0;
     }
     BattlePresenter.GetInstance().BattlerSpriteModel.GetData(battler.uniqId).Hp.OnNext(battler.parameter.hp);
 }
示例#10
0
 public static void RemoveAnnounce(string type, BattlerSerializable battler)
 {
     switch (type)
     {
     case StatusConsts.SLEEP:
         AnnounceTextView.Instance.WakeUpText(battler);
         break;
     }
 }
示例#11
0
 /// <summary>
 /// ダメージ処理
 /// </summary>
 /// <param name="damage"></param>
 /// <param name="battler"></param>
 public static void SkillDamage(int damage, BattlerSerializable battler)
 {
     Damage(damage, battler);
     //睡眠状態なら睡眠状態を解除する
     if (DeadCheck(battler) == false && StatusDictionary.IsSleep(battler))
     {
         RemoveStatus(StatusConsts.SLEEP, battler);
     }
 }
示例#12
0
        private static bool IsStateJudgment(int damage, BattlerSerializable toBattler)
        {
            if (Random.Range(0, 100) < damage - toBattler.parameter.res)
            {
                return(true);
            }

            return(false);
        }
示例#13
0
        public void Refresh(BattlerSerializable battler)
        {
            monsterName.GetComponent <TextMeshProUGUI>().text = battler.name;
            var sprite = MonsterDicionary.GetSprite(battler.monsterId);

            monsterImage.GetComponent <Image>().sprite         = sprite;
            monsterLevel.GetComponent <TextMeshProUGUI>().text = "レベル " + battler.level;
            CreateStatusContent(battler);
        }
示例#14
0
        public static BattlerSerializableStatus GetStatus(BattlerSerializable battler, string type)
        {
            var status = battler.status.Find(x => x.type == type);

            if (status != null)
            {
                return(status);
            }
            return(null);
        }
示例#15
0
        public void WakeUpText(BattlerSerializable battler)
        {
            StringBuilder sb        = new StringBuilder();
            var           nameColor = GuiDictionary.GetBattlerNameColor(battler.battlerType);
            var           texts     = new List <string>();

            sb.Append($"<color={nameColor}>{battler.name}</color>は目を覚ました");
            texts.Add(sb.ToString());
            AddText(texts);
        }
示例#16
0
        public void Add(BattlerSerializable battler, int memberIndex = 0)
        {
            MemberSerializable member = new MemberSerializable();

            member.index       = battler.index;
            member.memberIndex = memberIndex;
            member.uniqId      = battler.uniqId;
            _data.Add(member);
            Sort();
        }
示例#17
0
        public static bool DeadCheck(BattlerSerializable battler)
        {
            //死亡判定
            if (battler.parameter.hp <= 0)
            {
                battler.parameter.hp = 0;
                return(true);
            }

            return(false);
        }
示例#18
0
        public static int GetDamage(SkillSerializableEffectDamageRates skillRate, BattlerSerializable battler)
        {
            float val  = 0;
            float rate = skillRate.rate;

            switch (skillRate.dependence)
            {
            case SkillConsts.ATK:
                val = battler.parameter.atk * rate;
                break;

            case SkillConsts.DEF:
                val = battler.parameter.def * rate;
                break;

            case SkillConsts.MAT:
                val = battler.parameter.mat * rate;
                break;

            case SkillConsts.MDF:
                val = battler.parameter.mdf * rate;
                break;

            case SkillConsts.SPD:
                val = battler.parameter.spd * rate;
                break;

            case SkillConsts.HP:
                val = battler.parameter.hp * rate;
                break;

            case SkillConsts.MP:
                val = battler.parameter.mp * rate;
                break;

            case SkillConsts.MAX_HP:
                val = battler.parameter.maxHp * rate;
                break;

            case SkillConsts.MAX_MP:
                val = battler.parameter.maxMp * rate;
                break;

            case SkillConsts.EFC:
                val = battler.parameter.efc * rate;
                break;
            }

            if (skillRate.addValue != 0)
            {
                val += skillRate.addValue;
            }
            return((int)val);
        }
示例#19
0
        public static SkillsSerializable GetEquippedSkillByIndex(BattlerSerializable battler, int index)
        {
            var eqSkills = battler.skills;

            if (IListExtensions.IsDefinedAt(eqSkills, index))
            {
                return(GetSkillById(eqSkills[index]));
            }

            return(null);
        }
示例#20
0
        private static void RemoveStatus(string type, BattlerSerializable battler)
        {
            var state = battler.status.Find(x => x.type == type);

            if (state != null)
            {
                battler.status.Remove(state);
                BattlePresenter.GetInstance().BattlerSpriteModel.GetData(battler.uniqId).Status.OnNext(Unit.Default);
                StatusLogic.RemoveAnnounce(type, battler);
            }
        }
示例#21
0
        public void TurnStartText(int uniqId)
        {
            StringBuilder       sb      = new StringBuilder();
            BattlerSerializable battler = BattlerDictionary.GetBattlerByUniqId(uniqId);
            var nameColor = GuiDictionary.GetBattlerNameColor(battler.battlerType);

            sb.Append($"<color={nameColor}>{battler.name}</color>のターン");
            var texts = new List <string>();

            texts.Add(sb.ToString());
            AddText(texts);
        }
示例#22
0
        /// <summary>
        /// ランダムの対象にスキル発動
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="fromBattler"></param>
        /// <param name="uniqIds"></param>
        /// <returns></returns>
        public static AsyncSubject <Unit> SkillToRandom(string skillId, BattlerSerializable fromBattler,
                                                        List <int> uniqIds)
        {
            AsyncSubject <Unit> subject   = new AsyncSubject <Unit>();
            List <SkillDamages> damageses = new List <SkillDamages>();

            var skill = SkillsDicionary.GetSkillById(skillId);

            var strikeSize = 1;

            if (skill.strikeSize.min != 0 && skill.strikeSize.max != 0)
            {
                strikeSize = Random.Range(skill.strikeSize.min, skill.strikeSize.max);
            }
            List <BattlerSerializable> toBattlers = new List <BattlerSerializable>();

            uniqIds.ForEach(uniqId =>
            {
                toBattlers.Add(BattlerDictionary.GetBattlerByUniqId(uniqId));
            });
            for (int i = 0; i < strikeSize; i++)
            {
                var toBattler = BattleDictionary.GetAliveBattlerByRandom(toBattlers);
                if (toBattler == null)
                {
                    break;
                }
                var isHit = HitCheck(skillId, fromBattler, toBattler);
                List <SkillDamage> damages = new List <SkillDamage>();
                if (isHit)
                {
                    damages = SkillToBattler(skillId, fromBattler, toBattler);
                }

                var isDead = DeadCheck(toBattler);
                damageses.Add(new SkillDamages
                {
                    SkillDamage  = damages,
                    targetUniqId = toBattler.uniqId,
                    isHit        = isHit,
                    isDead       = isDead
                });
            }
            //ダメージテキストの表示
            AnnounceTextView.Instance.AddDamageText(fromBattler, skill.name, damageses);

            EffectManager.Instance.SkillToTarget(skillId, damageses).Subscribe(_ =>
            {
                subject.OnNext(Unit.Default);
                subject.OnCompleted();
            });
            return(subject);
        }
示例#23
0
        public static void SetState(string type, BattlerSerializable battler, int turn = 0)
        {
            var state = battler.status.Find(x => x.type == type);

            if (state == null)
            {
                BattlerSerializableStatus battlerSerializableStatus = new BattlerSerializableStatus();
                battlerSerializableStatus.type  = type;
                battlerSerializableStatus.value = 1;
                battlerSerializableStatus.turn  = turn;
                battler.status.Add(battlerSerializableStatus);
                BattlePresenter.GetInstance().BattlerSpriteModel.GetData(battler.uniqId).Status.OnNext(Unit.Default);
            }
        }
示例#24
0
        /// <summary>
        /// ダメージと敵ステータスを比較してダメージ計算し反映する
        /// </summary>
        /// <returns></returns>
        private static int CalcDamage(SkillDamage damage, BattlerSerializable toBattler)
        {
            var _damage = damage.damage;

            switch (damage.valueTarget)
            {
            //通常ダメージ計算
            // TODO
            case SkillValueTarget.HP:
                _damage = _damage - toBattler.parameter.def;
                //ダメージは25%以下に減らない
                if (_damage < damage.damage * 0.25)
                {
                    _damage = (int)(damage.damage * 0.25);
                }

                //ダメージのブレ
                _damage += Random.Range(_damage, (int)(_damage * 0.1));
                SkillDamage(_damage, toBattler);
                return(_damage);

            //毒計算
            case SkillValueTarget.TARGET_POISON:
                damage.damage = damage.damage - (int)(damage.damage * (toBattler.resistRate.poison / 100));
                StatusDamage(damage, toBattler);
                return(damage.damage);

            //睡眠判定
            case SkillValueTarget.SLEEP:
                if (IsStateJudgment(damage.damage, toBattler))
                {
                    damage.damage = 1;
                    SetState(SkillValueTarget.SLEEP, toBattler, 20);
                }
                else
                {
                    damage.isResist = true;
                    damage.damage   = 0;
                }

                return(damage.damage);

            //再生計算
            case SkillValueTarget.TARGET_REGENERATION_HP:
                StatusDamage(damage, toBattler);
                return(damage.damage);
            }

            return(damage.damage);
        }
示例#25
0
        private void SetDescription(StatusTypeEnum.StatusType type, BattlerSerializable battler)
        {
            //TODO
            switch (type)
            {
            case StatusTypeEnum.StatusType.HP:
                _descriptionText = $"最大HP\n{battler.parameter.maxHp}\n基礎値:{battler.parameter.maxHp}\n補正値:0";
                break;

            case StatusTypeEnum.StatusType.MP:
                _descriptionText = $"最大MP\n{battler.parameter.maxMp}\n基礎値:{battler.parameter.maxMp}\n補正値:0";
                break;
            }
        }
示例#26
0
        /// <summary>
        /// スキル説明テキストの作成
        /// </summary>
        /// <param name="skillId"></param>
        /// <param name="battler"></param>
        /// <returns></returns>
        public static string CreateSkillDescription(string skillId, BattlerSerializable battler)
        {
            var           skill = SkillsDicionary.GetSkillById(skillId);
            StringBuilder sb    = new StringBuilder();
            string        name  = skill.name;

            sb.Append("<b><size=18>");
            sb.Append(name);
            sb.Append("</size></b>");
            sb.Append("\n--------------------\n");
            sb.Append(skill.description);
            sb.Append("\n--------------------\n");
            sb.Append(SkillsDicionary.SkillTargetText(skill.target));
            if (skill.strikeSize.min == 0 && skill.strikeSize.max == 0)
            {
                //敵単体(敵全体)に
                sb.Append("に\n");
            }
            else
            {
                //敵単体をx回から
                sb.Append("を");
                if (skill.strikeSize.min == skill.strikeSize.max)
                {
                    sb.Append(skill.strikeSize.min).Append("回\n");
                }
                else
                {
                    sb.Append(skill.strikeSize.min).Append("回から").Append(skill.strikeSize.max).Append("回\n");
                }
            }
            skill.effect.value.ForEach(item =>
            {
                item.rates.ForEach(rate =>
                {
                    StringBuilder msb = new StringBuilder();
                    msb.Append(SkillsDicionary.SkillDependenceText(rate.dependence)).Append("(").Append(rate.rate * 100)
                    .Append("%)\n").Append(SkillsDicionary.SkillDamageDescriptionTargetText(item.valueTarget)).Append("\n");
                    sb.Append(msb);
                });
            });
            //属性
            sb.Append("\n--------------------\n");
            skill.effect.elements.ForEach(x =>
            {
                sb.Append(SkillsDicionary.SkillElementsText(x)).Append("\n");
            });
            return(sb.ToString());
        }
示例#27
0
 private static void SleepLogic(BattlerSerializable battler, ref List <StatusUpdateResult> results)
 {
     if (BattleLogic.DeadCheck(battler) == false)
     {
         var state = battler.status.Find(x => x.type == StatusConsts.SLEEP);
         if (state != null)
         {
             results.Add(new StatusUpdateResult()
             {
                 StatusType = state.type
             });
             StateTurnCount(state);
         }
     }
 }
示例#28
0
        /// <summary>
        /// ターン毎の状態異常処理
        /// </summary>
        public static List <StatusUpdateResult> StatusUpdate(BattlerSerializable battler)
        {
            List <StatusUpdateResult> results = new List <StatusUpdateResult>();

            //ダメージ系の異常処理を先に行う
            //毒
            PoisonDamageLogic(battler, ref results);
            //
            SleepLogic(battler, ref results);
            //ターン系の状態異常の削除処理
            StateTurnDelete(battler.status);
            BattlePresenter.GetInstance().BattlerSpriteModel.GetData(battler.uniqId).Status.OnNext(Unit.Default);

            return(results);
        }
示例#29
0
        public void PoisonText(BattlerSerializable battler, int value, bool isDead)
        {
            StringBuilder sb         = new StringBuilder();
            var           nameColor  = GuiDictionary.GetBattlerNameColor(battler.battlerType);
            var           skillColor = SkillsDicionary.SkillColor(SkillValueTarget.TARGET_POISON);
            var           texts      = new List <string>();

            sb.Append($"<color={nameColor}>{battler.name}は</color><color={skillColor}>{value}</color>の毒ダメージを受けた");
            texts.Add(sb.ToString());
            if (isDead)
            {
                texts.Add(DeadText(battler));
            }
            AddText(texts);
        }
示例#30
0
        private WindowManager.WindowItem CreateStatusWindow(GameObject button, BattlerSerializable battler)
        {
            var windows      = _modal.transform.Find("Content/Content/MonsterStatusWindowManager/Windows");
            var statusWindow = Object.Instantiate(
                (GameObject)Resources.Load("Prefabs/Modal/MonsterStatus/MonsterStatus"),
                windows);

            WindowManager.WindowItem item = new WindowManager.WindowItem
            {
                buttonObject = button,
                windowName   = battler.uniqId.ToString(),
                windowObject = statusWindow
            };
            statusWindow.GetComponent <MonsterStatus>().Refresh(battler);
            return(item);
        }