/// <summary> /// 自分のターン パワーショット /// </summary> private void MyTurn_PowerShot() { int intBullet = int.Parse(OperatePlayerData.GetPlayerData("PlayerBullet")); string strBullet = Convert.ToString(intBullet - 2); OperatePlayerData.SetPlayerData(strBullet, "PlayerBullet"); var query_Player = (from x in GameManager.xdoc_PlayerData.Descendants("Player") select x).Single(); var query_Enemy = (from x in GameManager.xdoc_BattleSheet.Descendants("Enemy") where x.Element("BattleNo").Value == GameManager.TargetFlg select x).Single(); int PlayerAttackValue = int.Parse(query_Player.Element("PlayerAttackValue_OnBattle").Value) * int.Parse(OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_DamagePercent(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg))); int EnemyDiffenceValue = int.Parse(query_Enemy.Element("EnemyDiffenceValue").Value); GameManager.Text_MainWindow.text = OperatePlayerData.GetPlayerData("PlayerName") + "はパワーショットを放った!"; int Damage = CirculateParameter.DamageCirculate(PlayerAttackValue, EnemyDiffenceValue); GameManager.Text_MainWindow.text = GameManager.Text_MainWindow.text + "\n" + query_Enemy.Element("EnemyName").Value + "に" + Damage + "のダメージ!"; StartCoroutine(GameManager.WaitTime_1()); //攻撃結果ジャッジ if (ComparerParameter.JudgeDamageResult_Single_Player(Damage) == true) { ManageBattle.DeadEnemy_Single(GameManager.TargetFlg); } }
void OnTriggerEnter(Collider col) { //どのスキルオブジェクトか? var name = this.objChoiceSkill.name; switch (name) { case "Skill1CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "1"; break; case "Skill2CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "2"; break; case "Skill3CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "3"; break; case "Skill4CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "4"; break; case "Skill5CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "5"; break; case "Skill6CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "6"; break; case "Skill7CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "7"; break; case "Skill8CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "8"; break; } GameManager.Text_ExplainWindow.text = OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_Explanation(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg)); }
/// <summary> /// 残弾数チェック /// </summary> private void BulletCheck_UseSkill(int SkillNo) { var Query_BulletCheck = (from x in BattleStaticValiable.xdoc.Descendants("Player") select x).Single(); string BulletCount = Query_BulletCheck.Element("PlayerBullet").Value; //残弾数 < 消費弾数 if (int.Parse(BulletCount) < int.Parse(OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill .PlayerSkill_ConsumeBullet(SkillNo), int.Parse(GameManager.SkillNoFlg)))) { if (SkillNo == 1) { GameManager.TextSkill1_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f); } if (SkillNo == 2) { GameManager.TextSkill2_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f); } if (SkillNo == 3) { GameManager.TextSkill3_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 0.25f); } } else { if (SkillNo == 1) { GameManager.TextSkill1_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } if (SkillNo == 2) { GameManager.TextSkill2_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } if (SkillNo == 3) { GameManager.TextSkill3_SkillChooseWindow.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); } } }
void OnTriggerEnter(Collider col) { EnemyTurn et = new EnemyTurn(); //コリジョン判定かつエンターキーが押された場合 if (Input.GetKey(KeyCode.Return)) { //どのスキルオブジェクトか? var name = this.objChoiceSkill.name; switch (name) { case "Skill1CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "1"; GameManager.CommandFlg = "パワーショット"; break; case "Skill2CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "2"; GameManager.CommandFlg = "チャージショット"; break; case "Skill3CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "3"; GameManager.CommandFlg = "ジャックポット"; break; case "Skill4CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "4"; GameManager.CommandFlg = "リロード"; break; case "Skill5CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "5"; GameManager.CommandFlg = "プラズマキャノン"; break; case "Skill6CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "6"; GameManager.CommandFlg = "向日葵システム"; break; case "Skill7CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "7"; GameManager.CommandFlg = "自己再生"; break; case "Skill8CursorObject_SkillChooseWindow": GameManager.SkillNoFlg = "8"; GameManager.CommandFlg = "ユグドラシルバスター"; break; } //残弾数チェックで半透明になっていたらリターン switch (GameManager.CommandFlg) { case "1": if (GameManager.TextSkill1_SkillChooseWindow.color.a == 0.25f) { return; } break; case "2": if (GameManager.TextSkill2_SkillChooseWindow.color.a == 0.25f) { return; } break; case "3": if (GameManager.TextSkill3_SkillChooseWindow.color.a == 0.25f) { return; } break; default: break; } //スキルの攻撃範囲を取得し、行動パターンを分岐する switch (OperatePlayerSkill.GetPlayerSkillData(GetXMLQueryKey_PlayerSkill.PlayerSkill_TargetFlg(int.Parse(GameManager.SkillNoFlg)), int.Parse(GameManager.SkillNoFlg))) { //Singleの時単体攻撃 case "Single": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; //Multipleの時全体攻撃 case "Multiple": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; //その他補助技など default: switch (GameManager.CommandFlg) { case "リロード": VisibleUIManage.CloseSkill_Explain_OpenMain(); et.StartEnemyTurn(); break; } break; } GameManager.Text_MainWindow.text = ""; CheckTurnEnd.Setting(); } else if (Input.GetKey(KeyCode.Escape)) { VisibleUIManage.CloseSkill_Explain_OpenMain(); } }