public void OnPushButtonNext() { int next_id = 0; MasterDataEnemyGroup[] master_data_array = BattleParam.m_MasterDataCache.getAllEnemyGroup(); List <MasterDataEnemyGroup> aaa = new List <MasterDataEnemyGroup>(master_data_array); aaa.Sort((a, b) => (int)a.fix_id - (int)b.fix_id); master_data_array = aaa.ToArray(); for (int idx = 0; idx < master_data_array.Length; idx++) { MasterDataEnemyGroup master_data = master_data_array[idx]; if (master_data.fix_id > m_EnemyGroupID) { next_id = (int)master_data.fix_id; break; } } if (next_id == 0) { next_id = (int)master_data_array[0].fix_id; } transform.Find("InputField").GetComponent <InputField>().text = next_id.ToString(); }
// Update is called once per frame void Update() { int enemy_group_id = 0; if (transform.Find("InputField").GetComponent <InputField>().text != "") { enemy_group_id = transform.Find("InputField").GetComponent <InputField>().text.ToInt(0); } if (m_EnemyGroupID != enemy_group_id) { m_EnemyGroupID = enemy_group_id; MasterDataEnemyGroup master_data = null; if (m_EnemyGroupID > 0) { master_data = BattleParam.m_MasterDataCache.useEnemyGroup((uint)m_EnemyGroupID); } if (master_data != null) { transform.Find("TextCharaName").GetComponent <Text>().color = Color.white; } else { transform.Find("TextCharaName").GetComponent <Text>().color = Color.gray; } } }
public MasterDataEnemyGroup getEnemyGroup() { if (transform.Find("Toggle").GetComponent <Toggle>().isOn) { MasterDataEnemyGroup master_data = null; if (m_EnemyGroupID > 0) { master_data = BattleParam.m_MasterDataCache.useEnemyGroup((uint)m_EnemyGroupID); return(master_data); } } return(null); }
private bool createBattleRequest() { if (m_QuestBuild != null) { if (m_NextChainPartyIndex != 0) { //敵進化あり BattleParam.m_BattleRequest = new BattleReq(); ServerDataDefine.PacketStructQuest2BuildBattle battle_param = InGameUtil.GetQuest2BuildBattle(m_QuestBuild, m_NextChainPartyIndex); BattleParam.m_BattleRequest.SetupBattleReq(0, false, m_NextChainTurnOffset, false, true, m_QuestBuild, battle_param); m_NextChainPartyIndex = BattleParam.m_BattleRequest.m_QuestBuildBattle.chain; m_NextChainTurnOffset = BattleParam.m_BattleRequest.m_QuestBuildBattle.chain_turn_offset; } else { m_QuestBuild = null; m_EnemyPartyIndex++; } } if (m_QuestBuild == null && m_EnemyPartyIndex < m_EnemyPartyIDs.Length) { TemplateList <ServerDataDefine.PacketStructQuest2BuildBattle> acQuestBuildBattle = new TemplateList <ServerDataDefine.PacketStructQuest2BuildBattle>(); TemplateList <ServerDataDefine.PacketStructQuest2BuildDrop> acQuestBuildDrop = new TemplateList <ServerDataDefine.PacketStructQuest2BuildDrop>(); acQuestBuildBattle.Alloc(64); MasterDataEnemyGroup enemy_group = BattleParam.m_MasterDataCache.useEnemyGroup((uint)m_EnemyPartyIDs[m_EnemyPartyIndex]); int battle_id = CreateQuestBuildBattle(0, ref acQuestBuildBattle, ref acQuestBuildDrop, enemy_group); // 敵情報. m_QuestBuild = new ServerDataDefine.PacketStructQuest2Build(); m_QuestBuild.list_drop = acQuestBuildDrop.ToArray(); m_QuestBuild.list_battle = acQuestBuildBattle.ToArray(); // ヘイト情報付加 for (int idx = 0; idx < m_QuestBuild.list_battle.Length; idx++) { ServerDataDefine.PacketStructQuest2BuildBattle battle_build = m_QuestBuild.list_battle[idx]; if (battle_build != null) { battle_build.hate = new ServerDataDefine.PacketStructQuest2Hate(); battle_build.hate.hate_initial = 1000; battle_build.hate.hate_given_damage1 = 1000; battle_build.hate.hate_given_damage2 = 800; battle_build.hate.hate_given_damage3 = 600; battle_build.hate.hate_given_damage4 = 400; battle_build.hate.hate_given_damage5 = 200; battle_build.hate.hate_heal1 = 500; battle_build.hate.hate_heal2 = 400; battle_build.hate.hate_heal3 = 300; battle_build.hate.hate_heal4 = 200; battle_build.hate.hate_heal5 = 100; battle_build.hate.hate_rate_fire = 100; battle_build.hate.hate_rate_water = 100; battle_build.hate.hate_rate_wind = 100; battle_build.hate.hate_rate_light = 100; battle_build.hate.hate_rate_dark = 100; battle_build.hate.hate_rate_naught = 100; battle_build.hate.hate_rate_race1 = 100; battle_build.hate.hate_rate_race2 = 100; battle_build.hate.hate_rate_race3 = 100; battle_build.hate.hate_rate_race4 = 100; battle_build.hate.hate_rate_race5 = 100; battle_build.hate.hate_rate_race6 = 100; battle_build.hate.hate_rate_race7 = 100; battle_build.hate.hate_rate_race8 = 100; battle_build.hate.hate_rate_race9 = 100; battle_build.hate.hate_rate_race10 = 100; } } ServerDataDefine.PacketStructQuest2BuildBattle battle_param = InGameUtil.GetQuest2BuildBattle(m_QuestBuild, battle_id); BattleParam.m_BattleRequest = new BattleReq(); BattleParam.m_BattleRequest.SetupBattleReq(0, false, 0, false, false, m_QuestBuild, battle_param); m_NextChainPartyIndex = BattleParam.m_BattleRequest.m_QuestBuildBattle.chain; m_NextChainTurnOffset = BattleParam.m_BattleRequest.m_QuestBuildBattle.chain_turn_offset; } return(m_QuestBuild != null); }
static private int CreateQuestBuildBattle( int nFloor , ref TemplateList <ServerDataDefine.PacketStructQuest2BuildBattle> rcBattleList , ref TemplateList <ServerDataDefine.PacketStructQuest2BuildDrop> rcDropList , MasterDataEnemyGroup cEnemyGroup) { if (cEnemyGroup == null) { return(0); } //---------------------------------------- // グループに内包されるエネミー一覧を生成 //---------------------------------------- TemplateList <MasterDataParamEnemy> cEnemyList = new TemplateList <MasterDataParamEnemy>(); MasterDataParamEnemy cEnemyData1 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_1); MasterDataParamEnemy cEnemyData2 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_2); MasterDataParamEnemy cEnemyData3 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_3); MasterDataParamEnemy cEnemyData4 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_4); MasterDataParamEnemy cEnemyData5 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_5); MasterDataParamEnemy cEnemyData6 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_6); MasterDataParamEnemy cEnemyData7 = BattleParam.m_MasterDataCache.useEnemyParam(cEnemyGroup.enemy_id_7); if (cEnemyData1 != null) { cEnemyList.Add(cEnemyData1); } if (cEnemyData2 != null) { cEnemyList.Add(cEnemyData2); } if (cEnemyData3 != null) { cEnemyList.Add(cEnemyData3); } if (cEnemyData4 != null) { cEnemyList.Add(cEnemyData4); } if (cEnemyData5 != null) { cEnemyList.Add(cEnemyData5); } if (cEnemyData6 != null) { cEnemyList.Add(cEnemyData6); } if (cEnemyData7 != null) { cEnemyList.Add(cEnemyData7); } //---------------------------------------- // グループ内のエネミーリストから実際に出現するエネミーを並べる //---------------------------------------- TemplateList <int> cEnemyFixAccessList = new TemplateList <int>(); ServerDataDefine.PacketStructQuest2BuildBattle cBattle = new ServerDataDefine.PacketStructQuest2BuildBattle(); if (cEnemyGroup.fix == MasterDataDefineLabel.BoolType.ENABLE) { //---------------------------------------- // 完全固定で並べる場合 //---------------------------------------- cEnemyFixAccessList.Alloc(cEnemyList.m_BufferSize); for (int i = 0; i < cEnemyList.m_BufferSize; i++) { cEnemyFixAccessList.Add(i); } } else { //---------------------------------------- // ランダムで並べる場合 //---------------------------------------- int nTotalEnemyCt = (int)RandManager.GetRand((uint)cEnemyGroup.num_min, (uint)cEnemyGroup.num_max); cEnemyFixAccessList.Alloc(nTotalEnemyCt); for (int i = 0; i < nTotalEnemyCt; i++) { int nEnemyListAccess = (int)RandManager.GetRand(0, (uint)cEnemyList.m_BufferSize); cEnemyFixAccessList.Add(nEnemyListAccess); } } //---------------------------------------- // ドロップ判定 //---------------------------------------- cBattle.floor = nFloor; cBattle.enemy_list = new uint[cEnemyFixAccessList.m_BufferSize]; cBattle.drop_list = new int[cEnemyFixAccessList.m_BufferSize]; bool bDropFixed = false; for (int i = 0; i < cEnemyFixAccessList.m_BufferSize; i++) { //---------------------------------------- // 基本情報入力 //---------------------------------------- cBattle.enemy_list[i] = cEnemyList[cEnemyFixAccessList[i]].fix_id; cBattle.drop_list[i] = 0; #if BUILD_TYPE_DEBUG Debug.Log("EnemyBattle - " + cEnemyList[cEnemyFixAccessList[i]].fix_id); #endif //---------------------------------------- // ドロップ判定 //---------------------------------------- if (bDropFixed == true) { continue; } MasterDataParamEnemy cEnemyFixParam = cEnemyList[cEnemyFixAccessList[i]]; uint unDropRand = RandManager.GetRand(0, 10000); if (cEnemyFixParam.drop_unit_rate < unDropRand) { //---------------------------------------- // ドロップ確定! // パラメータを保持しておく //---------------------------------------- ServerDataDefine.PacketStructQuest2BuildDrop cDropData = new ServerDataDefine.PacketStructQuest2BuildDrop(); cDropData.item_id = (int)cEnemyFixParam.drop_unit_id; if (cDropData.item_id == 0) { cDropData.setKindType(ServerDataDefine.PacketStructQuest2BuildDrop.KindType.NONE); } else { cDropData.setKindType(ServerDataDefine.PacketStructQuest2BuildDrop.KindType.UNIT); } cDropData.plus_hp = 0; cDropData.plus_pow = 0; cDropData.unique_id = (rcDropList.m_BufferSize + 1); cDropData.floor = nFloor; rcDropList.Add(cDropData); cBattle.drop_list[i] = cDropData.unique_id; bDropFixed = true; } } //---------------------------------------- // 戦闘連鎖があるなら連鎖も加味 //---------------------------------------- if (cEnemyGroup.chain_id > 0) { MasterDataEnemyGroup cChainEnemyGroup = BattleParam.m_MasterDataCache.useEnemyGroup(cEnemyGroup.chain_id); cBattle.chain = CreateQuestBuildBattle(nFloor, ref rcBattleList, ref rcDropList, cChainEnemyGroup); } //---------------------------------------- // 情報を加算して管理番号を返す //---------------------------------------- cBattle.unique_id = rcBattleList.m_BufferSize + 1; rcBattleList.Add(cBattle); return(cBattle.unique_id); }
// Update is called once per frame void Update() { if (DebugOptionInGame.Instance == null) { return; } if (m_TestGameManager == null) { return; } switch (m_Status) { case eStatus.API_QUEST_START: { if (DebugOptionInGame.Instance.inGameDebugDO.m_UseAPI == true) { m_HelperIndex = RandManager.GetRand(0, (uint)(UserDataAdmin.Instance.m_StructHelperList.Length - 1)); PacketStructFriend cHelper = null; if (UserDataAdmin.Instance.m_StructFriendList.Length > 0 && UserDataAdmin.Instance.m_StructFriendList[0] != null) { cHelper = UserDataAdmin.Instance.m_StructFriendList[0]; } else if (UserDataAdmin.Instance.m_StructHelperList.Length > 0) { cHelper = UserDataAdmin.Instance.m_StructHelperList[m_HelperIndex]; } { ServerDataUtilSend.SendPacketAPI_Quest2Start( DebugOptionInGame.Instance.inGameDebugDO.m_QuestId, 0, cHelper.user_id, cHelper.unit, false, UserDataAdmin.Instance.m_StructPlayer.unit_party_current, 0, 0, null, false ) .setSuccessAction(_data => { if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null) { SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build(); } SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = _data.GetResult <RecvQuest2Start>().result.quest; m_Status = eStatus.DATA_CREATE; }) .setErrorAction(data => { Debug.LogErrorFormat("[TestGameMain] Quest2Start API Error [{0}] : QuestId = {1}", data.m_PacketCode.ToString(), DebugOptionInGame.Instance.inGameDebugDO.m_QuestId.ToString()); m_TestGameManager.Message_text = "API Error\r\n [" + data.m_PacketCode.ToString() + "]"; }) .SendStart(); m_Status = eStatus.NONE; } } else { if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null) { SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build(); } { MasterDataQuest2 masterDataQuest2 = MasterDataUtil.GetQuest2ParamFromID(DebugOptionInGame.Instance.inGameDebugDO.m_QuestId); PacketStructQuest2Build cQuestBuild = new PacketStructQuest2Build(); int floor_size = 2; //---------------------------------------- // 最終的な構築情報を格納する領域を確保 //---------------------------------------- TemplateList <PacketStructQuest2BuildBattle> acQuestBuildBattle = new TemplateList <PacketStructQuest2BuildBattle>(); TemplateList <PacketStructQuest2BuildDrop> acQuestBuildDrop = new TemplateList <PacketStructQuest2BuildDrop>(); acQuestBuildBattle.Alloc(64); int nFloorDataAccess = 0; cQuestBuild.boss = new int[floor_size]; for (int i = 0; i < floor_size; i++) { nFloorDataAccess = (i - 1); if (nFloorDataAccess < 0) { continue; } //---------------------------------------- // 0番目要素ダミーデータの入力 //---------------------------------------- PacketStructQuest2BuildBattle build_param_battle = new PacketStructQuest2BuildBattle(); if (build_param_battle != null) { build_param_battle.unique_id = 0; build_param_battle.enemy_list = null; build_param_battle.drop_list = null; build_param_battle.chain = 0; build_param_battle.chain_turn_offset = 0; build_param_battle.bgm_id = 0; acQuestBuildBattle.Add(build_param_battle); } //---------------------------------------- // 戦闘情報を設定 //---------------------------------------- int battle_num = MasterDataUtil.GetQuest2BattleNum(masterDataQuest2.fix_id); for (int j = 0; j < battle_num; j++) { uint enemy_group_id = MasterDataUtil.GetQuest2EnemyGroup(masterDataQuest2.fix_id, j); if (enemy_group_id == 0) { continue; } MasterDataEnemyGroup acMasterGroupEnemy = ServerFogery_GetEnemyGroupFromID(enemy_group_id); if (acMasterGroupEnemy == null) { Debug.LogError("EnemyGroup not found id = " + enemy_group_id); continue; } CreateQuestBuildBattle( i , ref acQuestBuildBattle , ref acQuestBuildDrop , acMasterGroupEnemy ); } //---------------------------------------- // ボス戦闘情報を設定 //---------------------------------------- cQuestBuild.boss[i] = 0; if (masterDataQuest2.boss_group_id > 0) { MasterDataEnemyGroup cBossEnemyGroup = ServerFogery_GetEnemyGroupFromID(masterDataQuest2.boss_group_id); if (cBossEnemyGroup != null) { cQuestBuild.boss[i] = CreateQuestBuildBattle( i , ref acQuestBuildBattle , ref acQuestBuildDrop , cBossEnemyGroup ); } else { Debug.LogError("EnemyGroup not found Boss id = " + masterDataQuest2.boss_group_id); } } } TemplateList <MasterDataParamEnemy> e_param_list = new TemplateList <MasterDataParamEnemy>(); TemplateList <MasterDataEnemyActionParam> e_act_param_list = new TemplateList <MasterDataEnemyActionParam>(); TemplateList <MasterDataEnemyActionTable> e_act_table_list = new TemplateList <MasterDataEnemyActionTable>(); for (int i = 0; i < acQuestBuildBattle.m_BufferSize; i++) { if (acQuestBuildBattle[i] == null) { continue; } if (acQuestBuildBattle[i].enemy_list == null) { continue; } for (int j = 0; j < acQuestBuildBattle[i].enemy_list.Length; j++) { if (acQuestBuildBattle[i].enemy_list[j] == 0) { continue; } MasterDataParamEnemy enemy_param = ServerForgery_GetEnemyParamFromID(acQuestBuildBattle[i].enemy_list[j]); e_param_list.Add(enemy_param); int[] table_id = { enemy_param.act_table1, enemy_param.act_table2, enemy_param.act_table3, enemy_param.act_table4, enemy_param.act_table5, enemy_param.act_table6, enemy_param.act_table7, enemy_param.act_table8 }; for (int k = 0; k < table_id.Length; k++) { if (table_id[k] == 0) { continue; } MasterDataEnemyActionTable table = ServerFogery_GetEnemyActionTable(table_id[k]); e_act_table_list.Add(table); int[] action_id = { table.action_param_id1, table.action_param_id2, table.action_param_id3, table.action_param_id4, table.action_param_id5, table.action_param_id6, table.action_param_id7, table.action_param_id8 }; for (int l = 0; l < action_id.Length; l++) { e_act_param_list.Add(GetEnemyActionParam(action_id[l])); } } } } //---------------------------------------- // 構築した動的要素を配列化して受け渡し //---------------------------------------- cQuestBuild.list_drop = acQuestBuildDrop.ToArray(); cQuestBuild.list_battle = acQuestBuildBattle.ToArray(); cQuestBuild.list_e_param = e_param_list.ToArray(); cQuestBuild.list_e_actparam = e_act_param_list.ToArray(); cQuestBuild.list_e_acttable = e_act_table_list.ToArray(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = cQuestBuild; } m_Status = eStatus.DATA_CREATE; } } break; case eStatus.DATA_CREATE: { { MasterDataQuest2 masterDataQuest = MasterDataUtil.GetQuest2ParamFromID(DebugOptionInGame.Instance.inGameDebugDO.m_QuestId); //---------------------------------------- // ダミーパラメータを設定 //---------------------------------------- if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2 == null) { SceneGoesParam.Instance.m_SceneGoesParamToQuest2 = new SceneGoesParamToQuest2(); } SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestAreaID = masterDataQuest.area_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestMissionID = masterDataQuest.fix_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_QuestRandSeed = RandManager.GetRand(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_IsUsedAutoPlay = false; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param = new UserDataUnitParam(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param = new UserDataUnitParam(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param = new UserDataUnitParam(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param = new UserDataUnitParam(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param = new UserDataUnitParam(); if (DebugOptionInGame.Instance.inGameDebugDO.m_DebugParty == false && UserDataAdmin.Instance != null && UserDataAdmin.Instance.m_StructHelperList.IsNullOrEmpty() != true && UserDataAdmin.Instance.m_StructPartyAssign.IsNullOrEmpty() != true) { PacketStructFriend cHelper = UserDataAdmin.Instance.m_StructHelperList[m_HelperIndex]; int nPartyCurrent = UserDataAdmin.Instance.m_StructPlayer.unit_party_current; PacketStructUnit[] acUnitStruct = { UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][0] , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][1] , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][2] , UserDataAdmin.Instance.m_StructPartyAssign[nPartyCurrent][3] , cHelper.unit }; UserDataUnitParam[] acUnitParam = { SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param, SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param, SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param, SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param, SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param, }; for (int i = 0; i < acUnitStruct.Length; i++) { if (acUnitStruct[i] != null) { acUnitParam[i].m_UnitDataID = acUnitStruct[i].id; acUnitParam[i].m_UnitParamLevel = (int)acUnitStruct[i].level; acUnitParam[i].m_UnitParamEXP = (int)acUnitStruct[i].exp; acUnitParam[i].m_UnitParamUniqueID = acUnitStruct[i].unique_id; acUnitParam[i].m_UnitParamLimitBreakLV = (int)acUnitStruct[i].limitbreak_lv; acUnitParam[i].m_UnitParamLimitOverLV = (int)acUnitStruct[i].limitover_lv; acUnitParam[i].m_UnitParamPlusPow = (int)acUnitStruct[i].add_pow; acUnitParam[i].m_UnitParamPlusHP = (int)acUnitStruct[i].add_hp; } } } else { SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitDataID = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara0_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitDataID = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara1_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitDataID = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara2_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitDataID = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara3_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitDataID = DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara4_id; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara0_level; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara1_level; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara2_level; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara3_level; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamLevel = (int)DebugOptionInGame.Instance.inGameDebugDO.m_MasterDataDefaultParty.party_chara4_level; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamEXP = 100; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamEXP = 100; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamEXP = 100; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamEXP = 100; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamEXP = 100; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara0Param.m_UnitParamUniqueID = 1; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara1Param.m_UnitParamUniqueID = 2; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara2Param.m_UnitParamUniqueID = 3; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara3Param.m_UnitParamUniqueID = 4; SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyChara4Param.m_UnitParamUniqueID = 5; } LocalSaveManager.Instance.SaveFuncGoesToQuest2Start(SceneGoesParam.Instance.m_SceneGoesParamToQuest2); LocalSaveManager.Instance.SaveFuncGoesToQuest2Restore(null); DebugOptionInGame.Instance.m_Quest2Build = SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild; SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2); } m_Status = eStatus.NONE; } break; case eStatus.DATA_RESTORE: { { SceneGoesParam.Instance.m_SceneGoesParamToQuest2 = LocalSaveManager.Instance.LoadFuncGoesToQuest2Start(); SceneGoesParam.Instance.m_SceneGoesParamToQuest2Restore = LocalSaveManager.Instance.LoadFuncGoesToQuest2Restore(); if (SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build == null) { SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build(); } SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = DebugOptionInGame.Instance.m_Quest2Build; SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2); } m_Status = eStatus.NONE; } break; default: break; } }