private bool DeathBlowMagicalRecipe(ManageDungeon dun) { if (PowerValue <= 1) { DisplayInformation.Info.AddMessage( CommonConst.Message.DeathBlowNotPower); return(false); } //メッセージの追加 AttackInfo.AddMessage(string.Format(CommonConst.Message.DeathBlowMagicalRecipe, this.DisplayNameInMessage)); AttackInfo.AddMessage(string.Format(CommonConst.Message.DeathBlowMagicalRecipe2, this.DisplayNameInMessage)); EffectFlareCore ef = EffectFlareCore.CreateObject(this, EffectFlareCore.FLareCoreType.Blue); AttackInfo.AddEffect(ef); //声を鳴らす this.AttackInfo.AddVoice(VoiceInformation.VoiceType.Deathblow); ManageAtelier.IsSuccess = true; //Power減らす ReducePower(1); return(true); }
public override void CheckNextLevel(AttackInformation atinf) { if (CurrentExperience >= NextLevelExperience) { //サウンドを鳴らす atinf.AddSound(SoundInformation.SoundType.Levelup); atinf.AddVoice(VoiceInformation.VoiceType.Levelup); atinf.AddMessage( string.Format(CommonConst.Message.LevelUpPlayer, DisplayNameInMessage)); Level++; atinf.AddEffect(EffectFlareCore.CreateObject(this)); TablePlayerLebel.SetLevel(this, Level); } }
/// <summary> /// 投げる効果(誰かに当たった時) /// </summary> private bool ThrowActionEffect(ManageDungeon dun, PlayerCharacter player, BaseCharacter target) { switch (BType) { case BallType.Fire: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Bomb); int damage = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2); AttackState atState = target.AddDamage(damage); //ボールエフェクト EffectFireBallLanding.CreateObject(target).Play(); //ダメージエフェクト EffectDamage d = EffectDamage.CreateObject(target); d.SetText(damage.ToString(), AttackState.Hit); d.Play(); //ヒットメッセージ DisplayInformation.Info.AddMessage( target.GetMessageAttackHit(damage)); //対象が死亡したら if (atState == AttackState.Death) { if (target.Type == ObjectType.Player) { ScoreInformation.Info.CauseDeath = string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal); ScoreInformation.Info.CauseDeathType = DeathCouseType.Item; } DisplayInformation.Info.AddMessage( target.GetMessageDeath(target.HaveExperience)); player.Death(target, player.AttackInfo); target.DeathAction(dun); } break; case BallType.Gyro: SoundInformation.Sound.Play(SoundInformation.SoundType.BucketFall); //ターゲットが吹き飛ぶ先のポイントを取得 bool isWall; MapPoint point = dun.GetBlow(target.CurrentPoint, Direction, out isWall); //対象のポイントが取得できなければ if (CommonFunction.IsNull(point) == true) { } //対象ポイントが取得できればそこに移動 else { if (typeof(BaseEnemyCharacter) == target.GetType()) { ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer; } DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.BlowCharacter, target.DisplayNameInMessage)); target.BlowDirection = Direction; target.BlowPoint = point; target.MoveSpeed = CommonConst.SystemValue.MoveSpeedDash; dun.MoveCharacter(point, target); //対象に衝突ダメージ if (isWall == true) { target.BlowAfterDamage = GyroFixDamage; } //吹っ飛び先に誰かがいた場合 MapPoint vector = CommonFunction.CharacterDirectionVector[Direction]; MapPoint next = MapPoint.Get(point.X + vector.X, point.Y + vector.Y); BaseCharacter second = dun.CharacterMap.Get(point.X, point.Y); if (CommonFunction.IsNull(second) == false) { second.BlowAfterDamage = GyroFixDamage; second.BlowPoint = second.CurrentPoint; } } break; case BallType.Change: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke); if (typeof(BaseEnemyCharacter) == target.GetType()) { ((BaseEnemyCharacter)target).MoveState = EnemySearchState.FightPlayer; } //ターゲットとプレイヤーの場所を交換 EffectSmoke.CreateObject(target).Play(); EffectSmoke.CreateObject(player).Play(); MapPoint tarp = target.CurrentPoint; target.SetPosition(player.CurrentPoint.X, player.CurrentPoint.Y); player.SetPosition(tarp.X, tarp.Y); DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.ChangePoint, target.DisplayNameInMessage)); break; case BallType.Pickoff: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke); //対象に混乱を付与 int result = target.AddStateAbnormal((int)StateAbnormal.Confusion); //対象が混乱になったらメッセージを表示 if (result != 0) { EffectSmoke.CreateObject(target).Play(); DisplayInformation.Info.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Confusion, target)); } break; case BallType.Bean: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke); //対象に麻痺を付与 int bresult = target.AddStateAbnormal((int)StateAbnormal.Palalysis); //対象が麻痺になったらメッセージを表示 if (bresult != 0) { EffectSmoke.CreateObject(target).Play(); DisplayInformation.Info.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Palalysis, target)); } break; case BallType.Decoy: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke); //対象にデコイを付与 int dresult = target.AddStateAbnormal((int)StateAbnormal.Decoy); //対象がデコイになったらメッセージを表示 if (dresult != 0) { EffectSmoke.CreateObject(target).Play(); DisplayInformation.Info.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Decoy, target)); } break; case BallType.Slow: //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.Smoke); //対象にスローを付与 int sresult = target.AddStateAbnormal((int)StateAbnormal.Slow); //対象がスローになったらメッセージを表示 if (sresult != 0) { EffectSmoke.CreateObject(target).Play(); DisplayInformation.Info.AddMessage( CommonFunction.GetAbnormalMessage(StateAbnormal.Slow, target)); } break; //ナックル case BallType.Knuckle: List <BallType> blist = new List <BallType>(); foreach (BallType val in Enum.GetValues(typeof(BallType))) { blist.Add(val); } blist.Remove(BallType.Knuckle); blist.Remove(BallType.Handmaid); //ナックル以外の効果をランダムで取得 BallType temp = blist[UnityEngine.Random.Range(0, blist.Count)]; BallBase b = new BallBase(); b.CurrentPoint = CurrentPoint; b.Direction = Direction; b.BType = temp; //効果を発動 b.ThrowActionEffect(dun, player, target); break; case BallType.Trap: TrapBreaker(dun, player); break; case BallType.Handmaid: //ヒットエフェクト EffectFireBallLanding.CreateObject(target).Play(); //サウンドを鳴らす SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit); //範囲拡大がついているとき int plus; float cf; int dist = 0; if (CommonFunction.HasOptionType(this.Options, OptionType.Wildfire, out plus, out cf) == true) { dist = plus; } dun.SetUpCharacterMap(); List <BaseCharacter> targets = dun.GetNearCharacters(target.CurrentPoint, dist, true); foreach (BaseCharacter t in targets) { //int damage2 = FireBallFixDamage + Mathf.FloorToInt(player.BaseAttack * 2); int damage2 = Mathf.FloorToInt((15 + player.BaseAttack) / (target.CurrentPoint.DistanceAbs(t.CurrentPoint) + 1)); //効果増幅があったら if (CommonFunction.HasOptionType(this.Options, OptionType.EffectUp, out plus, out cf) == true) { damage2 = damage2 + plus * (int)cf; } //効果縮小があったら if (CommonFunction.HasOptionType(this.Options, OptionType.EffectDown, out plus, out cf) == true) { damage2 = damage2 - plus * (int)cf; } //ダメージ増減30% float rand = 0.3f; if (CommonFunction.HasOptionType(this.Options, OptionType.EffectStabile, out plus, out cf) == true) { rand -= cf * plus; } else if (CommonFunction.HasOptionType(this.Options, OptionType.EffectNotStabile, out plus, out cf) == true) { rand += cf * plus; } damage2 += Mathf.CeilToInt(UnityEngine.Random.Range(-rand * damage2, rand * damage2)); //通常ダメージの場合 if (CommonFunction.HasOptionType(this.Options, OptionType.ReverceDamage) == false) { AttackState atState2 = t.AddDamage(damage2); //ダメージエフェクト EffectDamage d2 = EffectDamage.CreateObject(t); d2.SetText(damage2.ToString(), AttackState.Hit); d2.Play(); //ヒットメッセージ DisplayInformation.Info.AddMessage( t.GetMessageAttackHit(damage2)); //対象が死亡したら if (atState2 == AttackState.Death) { DisplayInformation.Info.AddMessage( t.GetMessageDeath(t.HaveExperience)); if (t.Type == ObjectType.Player) { ScoreInformation.Info.CauseDeath = string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal); ScoreInformation.Info.CauseDeathType = DeathCouseType.Item; t.Death(); } else { if (IsExp == true) { player.Death(t, player.AttackInfo); } else { t.Death(); } } t.DeathAction(dun); } } //基本効果反転 else { t.RecoverHp(damage2); //ヒットエフェクト EffetHitShockWave.CreateObject(t).Play(); //ダメージエフェクト EffectDamage d2 = EffectDamage.CreateObject(t); d2.SetText(damage2.ToString(), AttackState.Heal); d2.Play(); //ヒットメッセージ DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.RecoverHp, t.DisplayNameInMessage)); } } //状態異常の付与 EffectAbnormal(targets); //火柱があれば火柱を立てる if (CommonFunction.HasOptionType(this.Options, OptionType.CatchingFire) == true) { dun.SetUpTrapMap(); if (CommonFunction.IsNull(dun.TrapMap.Get(CurrentPoint)) == true) { BaseTrap trap = TableTrap.GetTrap(CommonConst.ObjNo.Ember); trap.Options = CommonFunction.CloneOptions(this.Options); trap.IsVisible = true; trap.SetThisDisplayTrap(CurrentPoint.X, CurrentPoint.Y); dun.AddNewTrap(trap); DisplayInformation.Info.AddMessage( CommonConst.Message.TrapEmber); } } break; case BallType.Fumble: //対象のレベルが2以上ならレベルを下げる if (target.Level > 1) { if (target.Type == ObjectType.Enemy) { BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target); enemy.Level--; TableEnemy.SetLevel(enemy, enemy.Level, DisplayInformation.Info.Floor, DungeonInformation.Info.EnemyHpProb, DungeonInformation.Info.EnemyAtkProb, DungeonInformation.Info.EnemyExpProb, DungeonInformation.Info.StartProbHp, DungeonInformation.Info.StartProbAtk, DungeonInformation.Info.StartProbExp); DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.LevelDownPlayer, enemy.DisplayNameInMessage)); EffectBadSmoke.CreateObject(enemy).Play(); } } break; case BallType.Winning: if (target.Type == ObjectType.Enemy) { BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target); enemy.Level++; TableEnemy.SetLevel(enemy, enemy.Level, DisplayInformation.Info.Floor, DungeonInformation.Info.EnemyHpProb, DungeonInformation.Info.EnemyAtkProb, DungeonInformation.Info.EnemyExpProb, DungeonInformation.Info.StartProbHp, DungeonInformation.Info.StartProbAtk, DungeonInformation.Info.StartProbExp); DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.LevelUpPlayer, enemy.DisplayNameInMessage)); EffectFlareCore.CreateObject(enemy).Play(); } break; case BallType.Four: if (target.Type == ObjectType.Enemy) { BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target); if (enemy.IsFourBallCount() == true) { int dam = Mathf.CeilToInt(enemy.MaxHp); AttackState atstate = target.AddDamage(dam); //ボールエフェクト EffetHitShockWave.CreateObject(enemy).Play(); //ダメージエフェクト EffectDamage dt = EffectDamage.CreateObject(target); dt.SetText(dam.ToString(), AttackState.Hit); dt.Play(); //ヒットメッセージ DisplayInformation.Info.AddMessage( target.GetMessageAttackHit(dam)); SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit); //対象が死亡したら if (atstate == AttackState.Death) { if (target.Type == ObjectType.Player) { ScoreInformation.Info.CauseDeath = string.Format(CommonConst.DeathMessage.Item, this.DisplayNameNormal); ScoreInformation.Info.CauseDeathType = DeathCouseType.Item; } DisplayInformation.Info.AddMessage( target.GetMessageDeath(target.HaveExperience)); player.Death(target, player.AttackInfo); target.DeathAction(dun); } } else { SoundInformation.Sound.Play(SoundInformation.SoundType.AttackHit); //ボールエフェクト EffetHitShockWave.CreateObject(enemy).Play(); } } break; case BallType.Emery: if (target.Type == ObjectType.Enemy) { BaseEnemyCharacter enemy = ((BaseEnemyCharacter)target); if (enemy.IsBoss() == false) { GameStateInformation.Info.EmeryTarget = target.ObjNo; DisplayInformation.Info.AddMessage( string.Format(CommonConst.Message.EmeryCharacter, target.DisplayNameInMessage)); List <BaseCharacter> emeryies = dun.Characters.FindAll(i => i.ObjNo == target.ObjNo); SoundInformation.Sound.Play(SoundInformation.SoundType.Summon); foreach (BaseCharacter c in emeryies) { EffectSmoke.CreateObject(c, false).Play(); dun.RemoveCharacter(c); ManageDungeon.KillObjectNow(c); } } } break; } Options = null; return(true); }