示例#1
0
    /// <summary>
    /// ターンの切り替え処理
    /// </summary>
    /// <param name="player"></param>
    void TurnChange(Enums.ARMY player)
    {
        switch (player)
        {
        case Enums.ARMY.ALLY:
            this.turnPlayer    = player;
            StartPhase         = MyStartPhase;
            StandbyPhase       = MyStandbyPhase;
            FoucusPhase        = MyFoucusPhase;
            MovePhase          = MyMovePhase;
            BattleStandbyPhase = MyBattleStandbyPhase;
            BattlePhase        = MyBattlePhase;
            ResultPhase        = MyResultPhase;
            EndPhase           = MyEndPhase;
            break;

        case Enums.ARMY.ENEMY:
            this.turnPlayer    = player;
            StartPhase         = EnemyStartPhase;
            StandbyPhase       = EnemyStandbyPhase;
            FoucusPhase        = EnemyFoucusPhase;
            MovePhase          = EnemyMovePhase;
            BattleStandbyPhase = EnemyBattleStandbyPhase;
            BattlePhase        = EnemyBattlePhase;
            ResultPhase        = EnemyResultPhase;
            EndPhase           = EnemyEndPhase;
            break;
        }
    }
示例#2
0
    /// <summary>
    /// 指定された軍の未行動ユニットがいるかどうかのチェック
    /// </summary>
    /// <returns>The get.</returns>
    /// <param name="army">Army.</param>
    //public static GameObject GetRandomUnBehaviorUnit(Enums.ARMY army)
    //{
    //    List<GameObject> unit = new List<GameObject>();
    //    for (int y = 0; y < MapManager.GetFieldData().height; y++)
    //        for (int x = 0; x < MapManager.GetFieldData().width; x++)
    //            if (mapUnitObj[y, x] != null &&
    //                mapUnitObj[y, x].gameObject.GetComponent<UnitInfo>().aRMY == army &&
    //                !mapUnitObj[y, x].gameObject.GetComponent<UnitInfo>().isMoving())
    //                units.Add(mapUnitObj[y, x]);
    //    return unit;
    //}

    /// <summary>
    /// 指定された軍のユニットを全て未行動にする
    /// </summary>
    /// <returns>The get.</returns>
    /// <param name="army">Army.</param>
    public void UnBehaviorUnitAll(Enums.ARMY army)
    {
        for (int y = 0; y < fieldHeight; y++)
        {
            for (int x = 0; x < fieldWidth; x++)
            {
                if (mapUnitObj[y, x] != null &&
                    mapUnitObj[y, x].gameObject.GetComponent <UnitInfo>().aRMY == army)
                {
                    mapUnitObj[y, x].GetComponent <UnitInfo>().Moving(false);
                    mapUnitObj[y, x].GetComponent <EffectController>().GrayScale(false);
                }
            }
        }
    }
示例#3
0
    /// <summary>
    /// 指定された軍のユニットリストを返す
    /// </summary>
    /// <returns>The get.</returns>
    /// <param name="army">Army.</param>
    public List <GameObject> GetUnitList(Enums.ARMY army)
    {
        List <GameObject> units = new List <GameObject>();

        for (int y = 0; y < fieldHeight; y++)
        {
            for (int x = 0; x < fieldWidth; x++)
            {
                if (mapUnitObj[y, x] != null && mapUnitObj[y, x].gameObject.GetComponent <UnitInfo>().aRMY == army)
                {
                    units.Add(mapUnitObj[y, x]);
                }
            }
        }
        return(units);
    }
示例#4
0
    /// <summary>
    /// 指定された軍の未行動ユニットがいるかどうかチェックし、ランダムの1体を返す
    /// </summary>
    /// <returns>The un behavior unit.</returns>
    /// <param name="army">Army.</param>
    public GameObject GetUnBehaviorRandomUnit(Enums.ARMY army)
    {
        List <GameObject> units = new List <GameObject>();

        for (int y = 0; y < fieldHeight; y++)
        {
            for (int x = 0; x < fieldWidth; x++)
            {
                if (mapUnitObj[y, x] != null &&
                    mapUnitObj[y, x].gameObject.GetComponent <UnitInfo>().aRMY == army &&
                    !mapUnitObj[y, x].gameObject.GetComponent <UnitInfo>().isMoving())
                {
                    units.Add(mapUnitObj[y, x]);
                }
            }
        }
        return((units.Count != 0) ? units[Random.Range(0, units.Count - 1)] : null);
    }