//------------------------------------------------------------------------ /*! * @brief 更新処理 */ //------------------------------------------------------------------------ void Update() { switch (m_TargetWindowStep) { case eTargetWindowStep.OPEN_INIT: { if (unitAilmentPanel.Ailment_obj_list.Count >= 2) { unitAilmentPanel.setupCharaAilmentInfo(BattleParam.m_EnemyParam[BattleParam.m_TargetEnemyWindow].m_StatusAilmentChara); m_TargetWindowStep = eTargetWindowStep.OPEN; } } break; case eTargetWindowStep.OPEN: { Window_y -= (3840 * Time.deltaTime); if (Window_y <= 0) { Window_y = 0; m_TargetWindowStep = eTargetWindowStep.NONE; } } break; case eTargetWindowStep.CLOSE: { Window_y += (3840 * Time.deltaTime); if (Window_y >= 960) { m_TargetWindowStep = eTargetWindowStep.NONE; m_Close = true; Destroy(this.gameObject); } } break; default: break; } }
//------------------------------------------------------------------------ /*! * @brief 更新処理 */ //------------------------------------------------------------------------ private void initPanel() { if (m_CharaIdx == GlobalDefine.PartyCharaIndex.ERROR) { return; } PacketStructUnit _unit = null; PacketStructUnit _linkunit = null; { _unit = new PacketStructUnit(); _unit.id = m_CharaId; _unit.level = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaLevel; _unit.unique_id = 1; // ダミー _unit.add_pow = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaPlusPow; _unit.add_def = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaPlusDef; _unit.add_hp = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaPlusHP; _unit.limitbreak_lv = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaLBSLv; _unit.limitover_lv = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaLimitOver; _unit.link_info = (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_NONE; if (InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaID != 0) { _unit.link_info = (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_BASE; _linkunit = new PacketStructUnit(); _linkunit.id = InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaID; _linkunit.level = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaLv; _linkunit.add_pow = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaPlusPow; _linkunit.add_hp = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaPlusHP; _unit.link_point = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaLinkPoint; _linkunit.limitover_lv = (uint)InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_LinkParam.m_CharaLOLevel; _linkunit.link_info = (uint)ServerDataDefine.CHARALINK_TYPE.CHARALINK_TYPE_LINK; } } MasterDataParamChara _master = InGamePlayerParty.m_PlayerPartyChara[(int)m_CharaIdx].m_CharaMasterDataParam; // 名前パネル設定 unitNamePanel.setup(_master); unitNamePanel.IsViewPremiumButton = false; // スキルパネル設定 unitSkillPanel.AllClear(); unitSkillPanel.AddLeaderSkill(_master.skill_leader); unitSkillPanel.AddLimitBreakSkill(_master.skill_limitbreak, (int)_unit.limitbreak_lv); unitSkillPanel.AddActiveSkill(_master.skill_active0); if (_master.skill_passive == 0) { unitSkillPanel.AddActiveSkill(_master.skill_active1); } if (_master.skill_passive != 0) { unitSkillPanel.AddPassiveSkill(_master.skill_passive); } // ステータスパネル設定 CharaParty party = BattleParam.m_PlayerParty; CharaOnce party_unit = party.getPartyMember(m_CharaIdx, CharaParty.CharaCondition.EXIST); int pow = (int)((float)party_unit.m_CharaPow * InGameUtil.getCharaAttakPowScale(party_unit, BattleParam.m_PlayerParty.m_Ailments.getAilment(m_CharaIdx))); unitParamPanel.setupUnit(_unit, _linkunit, false, party.m_HPCurrent.getValue(m_CharaIdx), party.m_HPMax.getValue(m_CharaIdx), pow); unitParamPanel.IsViewExp = false; if (_linkunit != null) { // リンクパネル設定 unitLinkPanel.setupUnit(_unit, _linkunit, UnitLinkPanel.LinkParamType.Link); skillWindowTag.Link_tag_active = true; } else { skillWindowTag.Link_tag_active = false; } // 状態異常パネル設定 unitAilmentPanel.AllClear(); unitAilmentPanel.setupCharaAilmentInfo(SceneModeContinuousBattle.Instance.m_PlayerParty.m_Ailments.getAilment(m_CharaIdx)); UnityUtil.SetObjectEnabledOnce(heroDetailPanel.gameObject, false); Label_text = GameTextUtil.GetText("battle_infotext3"); }