static string ConvertEffect(CommandData data)
    {
        bool iscure = CommandEnumAction.IsCure(data._target);

        switch (data._targetResourceType)
        {
        case ResourceType.HP:
            if (iscure)
            {
                return("対象を回復");
            }
            else
            {
                return("対象にダメージ");
            }

        case ResourceType.SP:
            if (iscure)
            {
                return("対象のSPを回復");
            }
            else
            {
                return("対象のSPにダメージ");
            }

        default:
            return("");
        }
    }
    public static string Format(ICommandData idata, string beforeText)
    {
        var    data   = idata.GetCommandData();
        string result = "";

        result = $"{beforeText}\n" +
                 $"対象:{CommandEnumAction.Target2String(data._target)}\n" +
                 $"消費:{CommandEnumAction.Resource2String(data._useResourceType)} {ConverUseNum(data._useNum)}\n" +
                 $"効果:{ConvertEffect(data)}";
        return(result);
    }
示例#3
0
    //引数多すぎてよくわからなくなる
    public void TurnAction(BattleChar user, BattleChar inputTarget, ICommandData icommand
                           , Action <bool, bool, BattleChar, int> damageAction = null
                           , List <BattleChar> friends = null, List <BattleChar> enemys = null)
    {
        var command = icommand.GetCommandData();

        UseResource(user, icommand);

        var effectNum  = CalcEffectNum(user, command);
        var targetPool = Battle_targetDicide.GetTargetPool(command._target, user, friends, enemys);
        var targetList = Battle_targetDicide.SelectTarget(command._target, targetPool, inputTarget);

        TrrigerEffect(effectNum, command, targetList,
                      CommandEnumAction.IsCure(command._target)
                      , damageAction);
    }