/// <summary> /// <see cref="T:Character.Enemy"/> classのコンストラクタ /// </summary> /// <param name="builder">このキャラクターの初期設定を保持するEnemyBuilerクラス</param> public Enemy(EnemyBuilder builder) { this.ID = builder.getId(); this.NAME = builder.getName(); this.abilities = builder.getAbilities(); this.DEF = builder.getDef(); this.LV = builder.getLevel(); this.NORMAL_DROP_ID = builder.getNormalDropId(); this.RARE_DROP_ID = builder.getRareDropId(); this.MODEL_ID = builder.getModelName(); this.FACTION = builder.getFaction(); this.MAX_HP = builder.getMaxHp(); this.MAX_MP = builder.getMaxMp(); this.hp = MAX_HP; this.mp = MAX_MP; GameObject prefab = (GameObject)Resources.Load(MODEL_ID); GameObject gameobject = MonoBehaviour.Instantiate(prefab); this.container = gameobject.GetComponent <Container> (); container.setCharacter(this); this.UNIQE_ID = UniqueIdCreator.creatUniqueId(); activeSkillSet = ActiveSkillSetMasterManager.getInstance().getActiveSkillSetFromId(builder.getActiveSkillSetId(), this); reactionSkillSet = ReactionSkillSetMasterManager.getInstance().getReactionSkillSetFromId(builder.getReactionSkillSetId()); this.ai = EnemyAISummarizingManager.getInstance().getAiFromId(builder.getAiId(), this, activeSkillSet, reactionSkillSet); attributeResistances = builder.getAttributeRegists(); observer = new EnemyObserver(ID); }
private int getAreaDangerLevel(Faction faction, FieldPosition pos) { var characters = getAreaCharacter(pos); int areaLevel = 0; foreach (IBattleable character in characters) { if (character.isHostility(faction)) { areaLevel += character.getLevel(); } else { areaLevel -= character.getLevel(); } } return(areaLevel); }
public bool isHostility(Faction faction) { return(this.faction != faction); }
public bool isHostility(Faction faction) { return(faction != FACTION); }
/// <summary> /// 与えられたFactionが違いに敵対していないかを返します /// </summary> /// <returns><c>true</c>, 敵対していない , <c>false</c> 敵対している</returns> /// <param name="factionOne"> 判定したいfaction </param> /// <param name="factionTwo"> 判定したいfaction </param> public static bool isEachFriendly(Faction factionOne, Faction factionTwo) { //かり return(factionOne == factionTwo); }