示例#1
0
    public GameObject defeatEffect;    //撃墜時のエフェクト
    private void Update()
    {
        //戦闘中
        if (BattleVal.status == STATUS.BATTLE)
        {
            bool critflag  = false;
            bool dodgeflag = false;
            int  damage    = 0;
            switch (bstate)
            {
            case BATTLE_STATUS.SETVECT:
                //キャラの向きの調整
                Vector3 r0 = new Vector3();     //攻撃元
                Vector3 r1 = new Vector3();     //攻撃先
                Mapclass.TranslateMapCoordToPosition(ref r0, BattleVal.selectX, BattleVal.selectY);
                Mapclass.TranslateMapCoordToPosition(ref r1, attackedpos[0], attackedpos[1]);

                //攻撃対象の登録
                Unitdata temp = BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])];
                damage = Calc_Damage(BattleVal.selectedUnit, temp);
                float dex  = Calc_Dexterity(BattleVal.selectedUnit, temp);
                float rate = Calc_CriticalRate(BattleVal.selectedUnit, temp);
                //当たった場合
                if (Is_Hit(dex))
                {
                    //クリティカル発生かどうか
                    if (Is_Hit(rate))
                    {
                        damage   = (int)(damage * 1.5f);
                        critflag = true;
                    }

                    temp.hp -= damage;     //ダメージ処理


                    string damagetext = string.Format("{0}", damage);
                    int    count      = 1;
                    //ダメージテキストの中心座標
                    Vector3 damage_center = Camera.main.WorldToScreenPoint(r1);

                    //テキストの登録
                    foreach (char a in damagetext)
                    {
                        int num = (int)char.GetNumericValue(a);     //数を取得

                        damagenum.Add(Instantiate(damagetextprefab, r1, Quaternion.identity));
                        damagenum[count - 1].text = a.ToString();
                        //サイズ取得
                        damagenum[count - 1].rectTransform.sizeDelta =
                            new Vector2(damagenum[count - 1].preferredWidth, damagenum[count - 1].preferredHeight);
                        damagenum[count - 1].rectTransform.sizeDelta =
                            new Vector2(damagenum[count - 1].preferredWidth, damagenum[count - 1].preferredHeight);
                        damagenum[count - 1].transform.SetParent(canvas.transform, false);
                        damagenum[count - 1].transform.localPosition = damage_center - new Vector3(canvas.GetComponent <RectTransform>().sizeDelta.x / 2, canvas.GetComponent <RectTransform>().sizeDelta.y / 2, 0);
                        //1桁当たりの文字ブロック
                        Vector3 numsize = damagenum[count - 1].GetComponent <RectTransform>().sizeDelta *damagenum[count - 1].GetComponent <RectTransform>().localScale;
                        numsize.y = 0;
                        numsize.z = 0;

                        damagenum[count - 1].transform.localPosition += (count - 1) * numsize;
                        damagenum[count - 1].transform.localPosition += new Vector3(0, 30, 0);
                        damagenum[count - 1].gameObject.SetActive(false);
                        damagenum[count - 1].color = new Vector4(1, 0, 0, 1);
                        count++;
                    }
                    //クリティカルの場合、そのテキストを表示
                    if (critflag)
                    {
                        damagenum.Add(Instantiate(damagetextprefab, r1, Quaternion.identity));
                        damagenum[count - 1].text = "Critical!";
                        //サイズ取得
                        damagenum[count - 1].rectTransform.sizeDelta =
                            new Vector2(damagenum[count - 1].preferredWidth, damagenum[count - 1].preferredHeight);
                        damagenum[count - 1].rectTransform.sizeDelta =
                            new Vector2(damagenum[count - 1].preferredWidth, damagenum[count - 1].preferredHeight);
                        damagenum[count - 1].transform.SetParent(canvas.transform, false);
                        damagenum[count - 1].transform.localPosition  = damage_center - new Vector3(canvas.GetComponent <RectTransform>().sizeDelta.x / 2, canvas.GetComponent <RectTransform>().sizeDelta.y / 2, 0);
                        damagenum[count - 1].transform.localPosition += new Vector3(0, 100, 0);
                        damagenum[count - 1].gameObject.SetActive(false);
                        damagenum[count - 1].color = new Color(1.0f, 1.0f, 0);
                        count++;
                    }
                }
                else
                {
                    dodgeflag = true;
                    //ダメージテキストの中心座標
                    Vector3 damage_center = Camera.main.WorldToScreenPoint(r1);

                    //テキストの登録
                    damagenum.Add(Instantiate(damagetextprefab, r1, Quaternion.identity));
                    damagenum[0].text = "DODGE!";
                    //サイズ取得
                    damagenum[0].rectTransform.sizeDelta =
                        new Vector2(damagenum[0].preferredWidth, damagenum[0].preferredHeight);
                    damagenum[0].rectTransform.sizeDelta =
                        new Vector2(damagenum[0].preferredWidth, damagenum[0].preferredHeight);
                    damagenum[0].transform.SetParent(canvas.transform, false);
                    damagenum[0].transform.localPosition  = damage_center - new Vector3(canvas.GetComponent <RectTransform>().sizeDelta.x / 2, canvas.GetComponent <RectTransform>().sizeDelta.y / 2, 0);
                    damagenum[0].transform.localPosition += new Vector3(0, 30, 0);
                    damagenum[0].gameObject.SetActive(false);
                    damagenum[0].color = new Vector4(1, 1, 1, 1);
                }
                //initialize
                nowtime = -1;

                //キャラ向きの調整(お互いに向き合う)
                float tempy = r1.y;
                r1.y = r0.y;
                BattleVal.selectedUnit.gobj.transform.LookAt(r1);
                r0.y = tempy;
                temp.gobj.transform.LookAt(r0);

                //行動スタックのクリア(1手戻し不可能に)
                BattleVal.actions.Clear();

                //state undate
                if (critflag)
                {
                    bstate = BATTLE_STATUS.EFFECT;
                    //クリティカル攻撃・構えモーション
                    BattleVal.selectedUnit.gobj.GetComponent <Animator>().Play("CriticalPre");
                }
                else
                {
                    bstate = BATTLE_STATUS.BATTLE;
                    //攻撃モーション開始
                    BattleVal.selectedUnit.gobj.GetComponent <Animator>().Play("Attack");
                }

                attackedAnimator  = temp.gobj.GetComponent <Animator>();
                attackedanimstate = "Damage";
                if (dodgeflag)
                {
                    attackedanimstate = "Dodge";
                }

                break;

            //クリティカル攻撃の演出
            case BATTLE_STATUS.EFFECT:

                //クリティカル攻撃・構えモーションが終了し、音声はなり終わったか?
                if (BattleVal.selectedUnit.gobj.GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).normalizedTime >= 1 &&
                    !BattleVal.selectedUnit.gobj.GetComponent <CharaAnimation>().voiceSource.isPlaying &&
                    !BattleVal.selectedUnit.gobj.GetComponent <CharaAnimation>().seSource.isPlaying)
                {
                    //クリティカル攻撃モーションへ
                    BattleVal.selectedUnit.gobj.GetComponent <Animator>().Play("CriticalAttack");
                    bstate = BATTLE_STATUS.BATTLE;
                }


                break;

            case BATTLE_STATUS.BATTLE:
                //バトルのアニメーション
                //ヒット判定で効果音+被ダメージアニメーション
                if (BattleVal.selectedUnit.gobj.GetComponent <CharaAnimation>().isHit)
                {
                    attackedAnimator.Play(attackedanimstate);
                    if (attackedanimstate == "Dodge")
                    {
                        Operation.setSE(seDodge);
                    }
                    else
                    {
                        Operation.setSE(seHitN);
                        Vector3 effectpos = new Vector3();
                        Mapclass.TranslateMapCoordToPosition(ref effectpos, attackedpos[0], attackedpos[1]);
                        hitEffect = Instantiate(BattleVal.selectedUnit.attackeffect, effectpos, BattleVal.selectedUnit.attackeffect.transform.rotation);
                    }

                    //テキスト表示
                    foreach (Text a in damagenum)
                    {
                        a.gameObject.SetActive(true);
                    }
                }

                //攻撃者の攻撃モーションが終わったか?
                if (!BattleVal.selectedUnit.gobj.GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).IsTag("Attack"))
                {
                    //ダメージテキストの表示
                    if (nowtime == -1)
                    {
                        nowtime = 0;
                    }
                    else if (nowtime >= battle_time - Time.deltaTime)
                    {
                        bstate = BATTLE_STATUS.AFTERBATTLE;

                        //ダメージ数値のテキストを消す処理
                        foreach (Text a in damagenum)
                        {
                            Destroy(a.gameObject);
                        }

                        damagenum.Clear();

                        //攻撃可能フラグをオフに
                        BattleVal.selectedUnit.atackable = false;
                    }
                    else
                    {
                        //ダメージ数値のテキストを消す処理
                        //damagetext.color -= new Color(0,0,0,Time.deltaTime);
                        foreach (Text a in damagenum)
                        {
                            a.color -= new Color(0, 0, 0, Time.deltaTime);
                            a.transform.position += new Vector3(0, 1, 0);
                        }
                        nowtime += Time.deltaTime;
                    }
                }
                break;

            //戦闘後処理
            case BATTLE_STATUS.AFTERBATTLE:
                //ヒットエフェクトの消去
                Destroy(hitEffect);
                //獲得経験値
                int getexp = 10;     //基本値

                //撃墜処理
                if (BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])].hp <= 0)
                {
                    Vector3 effectpos = new Vector3();
                    Mapclass.TranslateMapCoordToPosition(ref effectpos, attackedpos[0], attackedpos[1]);

                    Unitdata unit = BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])];
                    //撃墜エフェクト
                    StartCoroutine(UnitDefeat.DefeatHandle(unit, defeatEffect, effectpos));

                    //撃墜ボーナス
                    getexp += BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])].status.needexp;

                    //ユニットデータを消去
                    ////BattleVal.unitlistから消去
                    for (int i = 0; i < BattleVal.unitlist.Count; i++)
                    {
                        if (BattleVal.unitlist[i].x == unit.x && BattleVal.unitlist[i].y == unit.y)
                        {
                            BattleVal.unitlist.RemoveAt(i);
                            break;
                        }
                    }
                    ////BattleVal.id2indexから消去
                    BattleVal.id2index.Remove(string.Format("{0},{1}", unit.x, unit.y));
                    ////mapdataからユニット情報の削除
                    BattleVal.mapdata[(int)MapdataList.MAPUNIT][unit.y][unit.x] = 0;
                }

                //ユニットセレクトに戻る
                bstate = BATTLE_STATUS.SETVECT;
                if (BattleVal.selectedUnit.team == 0)
                {
                    //経験値を獲得するキャラの場合
                    if (BattleVal.selectedUnit.status.needexp != 0 &&
                        BattleVal.selectedUnit.status.level < 99 && BattleVal.selectedUnit.status.level >= 1)
                    {
                        Operation.AddGetExp(BattleVal.selectedUnit, getexp);
                        BattleVal.status = STATUS.GETEXP;
                    }
                    else
                    {
                        BattleVal.status = STATUS.PLAYER_UNIT_SELECT;
                    }
                }
                else
                {
                    BattleVal.status = STATUS.ENEMY_UNIT_SELECT;
                }
                break;
            }
        }
    }
示例#2
0
    //Update
    private void Update()
    {
        //戦闘中
        if (BattleVal.status == STATUS.USESKILL)
        {
            int damage = 0;
            switch (bstate)
            {
            case BATTLE_STATUS.SETVECT:
                //キャラの向き調整;攻撃元が発動場所を向く
                Vector3 r0     = new Vector3(); //攻撃元
                Vector3 rSkill = new Vector3();
                Mapclass.TranslateMapCoordToPosition(ref r0, BattleVal.selectX, BattleVal.selectY);
                Mapclass.TranslateMapCoordToPosition(ref rSkill, skillpos[0], skillpos[1]);
                rSkill.y = r0.y;
                BattleVal.selectedUnit.gobj.transform.LookAt(rSkill);

                /*
                 * //攻撃対象
                 * foreach (int[] attackedpos in attackedposlist)
                 * {
                 *  Vector3 r1 = new Vector3(); //攻撃先
                 *  Mapclass.TranslateMapCoordToPosition(ref r1, attackedpos[0], attackedpos[1]);
                 *  Unitdata temp = BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])];
                 *  damage = Calc_Damage(BattleVal.selectedUnit, temp);
                 *
                 *  temp.hp -= damage; //ダメージ処理
                 *
                 *  string damagetext = string.Format("{0}", (int)Mathf.Abs(damage));
                 *  int count = 1;
                 *  //ダメージテキストの中心座標
                 *  Vector3 damage_center = Camera.main.WorldToScreenPoint(r1);
                 *
                 *  //テキストの登録
                 *  List<Text> damagenumtmp = new List<Text>();
                 *  foreach (char a in damagetext)
                 *  {
                 *      int num = (int)char.GetNumericValue(a); //数を取得
                 *
                 *      damagenumtmp.Add(Instantiate(damagetextprefab, r1, Quaternion.identity));
                 *      damagenumtmp[count - 1].text = a.ToString();
                 *      //サイズ取得
                 *      damagenumtmp[count - 1].rectTransform.sizeDelta =
                 *          new Vector2(damagenumtmp[count - 1].preferredWidth, damagenumtmp[count - 1].preferredHeight);
                 *      damagenumtmp[count - 1].rectTransform.sizeDelta =
                 *          new Vector2(damagenumtmp[count - 1].preferredWidth, damagenumtmp[count - 1].preferredHeight);
                 *      damagenumtmp[count - 1].transform.SetParent(canvas.transform, false);
                 *      damagenumtmp[count - 1].transform.localPosition = damage_center - new Vector3(canvas.GetComponent<RectTransform>().sizeDelta.x / 2, canvas.GetComponent<RectTransform>().sizeDelta.y / 2, 0);
                 *
                 *      //1桁当たりの文字ブロック
                 *      Vector3 numsize = damagenumtmp[count - 1].GetComponent<RectTransform>().sizeDelta * damagenumtmp[count - 1].GetComponent<RectTransform>().localScale;
                 *      numsize.y = 0;
                 *      numsize.z = 0;
                 *
                 *      damagenumtmp[count - 1].transform.localPosition += (count - 1) * numsize;
                 *      damagenumtmp[count - 1].transform.localPosition += new Vector3(0, 30, 0);
                 *      damagenumtmp[count - 1].color = new Vector4(1, 0, 0, 1);
                 *      if (damage < 0) damagenumtmp[count - 1].color = new Vector4(0.7f,1,0.7f,1);
                 *      damagenumtmp[count - 1].gameObject.SetActive(false);
                 *      count++;
                 *
                 *  }
                 *  damagenum.Add(damagenumtmp);
                 *
                 *  //アニメーション設定
                 *  attackedAnimator.Add(temp.gobj.GetComponent<Animator>());
                 *  if(damage > 0)
                 *      attackedanimstate.Add(hitAnimName);    //共通モーションだと思うが、一部キャラで回復・ダメージが混ざる将来性も加味する
                 *  else
                 *      attackedanimstate.Add(healAnimName); //暫定 Healモーションも作る
                 *  attackedCharaAnimation.Add(temp.gobj.GetComponent<CharaAnimation>());
                 * }
                 */
                nowtime = -1;     //initialize

                //スキルの消費
                selectedskill.Consume(1);
                //行動スタックのクリア(1手戻し不可能に)
                BattleVal.actions.Clear();

                //カットイン演出の場合
                if (selectedskill.is_cutscene)
                {
                    gobjCutin = Instantiate(selectedskill.prefab_cutin);
                    bstate    = BATTLE_STATUS.CUTIN;
                }
                else
                {
                    //通常スキルの場合
                    //スキル使用モーション再生
                    BattleVal.selectedUnit.gobj.GetComponent <Animator>().Play(selectedskill.animname);
                    //state update
                    bstate         = BATTLE_STATUS.EFFECT;
                    skilltext.text = selectedskill.skillname;
                    skillnamePanel.SetActive(true);
                }


                break;

            case BATTLE_STATUS.CUTIN:
                if (gobjCutin.GetComponent <CutinChecker>().cutinFinish)
                {
                    Destroy(gobjCutin);
                    //スキル使用モーション再生
                    BattleVal.selectedUnit.gobj.GetComponent <Animator>().Play(selectedskill.animname);
                    //state update
                    bstate         = BATTLE_STATUS.EFFECT;
                    skilltext.text = selectedskill.skillname;
                    skillnamePanel.SetActive(true);
                }
                break;

            case BATTLE_STATUS.EFFECT:
                //スキル使用モーションが終了し、音声はなり終わったか?

                /*
                 * if (BattleVal.selectedUnit.gobj.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).normalizedTime >= 1
                 *  && !BattleVal.selectedUnit.gobj.GetComponent<CharaAnimation>().voiceSource.isPlaying
                 *  && !BattleVal.selectedUnit.gobj.GetComponent<CharaAnimation>().seSource.isPlaying)
                 */
                if (!BattleVal.selectedUnit.gobj.GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).shortNameHash.Equals(Animator.StringToHash(selectedskill.animname)) &&
                    !BattleVal.selectedUnit.gobj.GetComponent <CharaAnimation>().voiceSource.isPlaying &&
                    !BattleVal.selectedUnit.gobj.GetComponent <CharaAnimation>().seSource.isPlaying)
                {
                    Vector3 effectcampoint = new Vector3();
                    Mapclass.TranslateMapCoordToPosition(ref effectcampoint, skillpos[0], skillpos[1]);
                    CameraAngle.CameraPoint(effectcampoint);

                    //エフェクト再生へ
                    Vector3 reffect = new Vector3();
                    Mapclass.TranslateMapCoordToPosition(ref reffect, skillpos[0], skillpos[1]);
                    hitEffect = Instantiate(selectedskill.skillefect, reffect, selectedskill.skillefect.transform.rotation);
                    bstate    = BATTLE_STATUS.BATTLE;
                }
                break;

            case BATTLE_STATUS.BATTLE:
                //バトルのアニメーション

                //エフェクトの再生が終了したか?
                if (hitEffect == null)
                {
                    //被弾モーション再生
                    if (nowtime == -1)
                    {
                        //攻撃対象
                        foreach (int[] attackedpos in attackedposlist)
                        {
                            Vector3 r1 = new Vector3();     //攻撃先
                            Mapclass.TranslateMapCoordToPosition(ref r1, attackedpos[0], attackedpos[1]);
                            Unitdata temp = BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])];
                            damage = Calc_Damage(BattleVal.selectedUnit, temp);

                            temp.hp -= damage;     //ダメージ処理

                            string damagetext = string.Format("{0}", (int)Mathf.Abs(damage));
                            int    count      = 1;
                            //ダメージテキストの中心座標
                            Vector3 damage_center = Camera.main.WorldToScreenPoint(r1);

                            //テキストの登録
                            List <Text> damagenumtmp = new List <Text>();
                            foreach (char a in damagetext)
                            {
                                int num = (int)char.GetNumericValue(a);     //数を取得

                                damagenumtmp.Add(Instantiate(damagetextprefab, r1, Quaternion.identity));
                                damagenumtmp[count - 1].text = a.ToString();
                                //サイズ取得
                                damagenumtmp[count - 1].rectTransform.sizeDelta =
                                    new Vector2(damagenumtmp[count - 1].preferredWidth, damagenumtmp[count - 1].preferredHeight);
                                damagenumtmp[count - 1].rectTransform.sizeDelta =
                                    new Vector2(damagenumtmp[count - 1].preferredWidth, damagenumtmp[count - 1].preferredHeight);
                                damagenumtmp[count - 1].transform.SetParent(canvas.transform, false);
                                damagenumtmp[count - 1].transform.localPosition = damage_center - new Vector3(canvas.GetComponent <RectTransform>().sizeDelta.x / 2, canvas.GetComponent <RectTransform>().sizeDelta.y / 2, 0);

                                //1桁当たりの文字ブロック
                                Vector3 numsize = damagenumtmp[count - 1].GetComponent <RectTransform>().sizeDelta *damagenumtmp[count - 1].GetComponent <RectTransform>().localScale;
                                numsize.y = 0;
                                numsize.z = 0;

                                damagenumtmp[count - 1].transform.localPosition += (count - 1) * numsize;
                                damagenumtmp[count - 1].transform.localPosition += new Vector3(0, 30, 0);
                                damagenumtmp[count - 1].color = new Vector4(1, 0, 0, 1);
                                if (damage < 0)
                                {
                                    damagenumtmp[count - 1].color = new Vector4(0.7f, 1, 0.7f, 1);
                                }
                                damagenumtmp[count - 1].gameObject.SetActive(false);
                                count++;
                            }
                            damagenum.Add(damagenumtmp);

                            //アニメーション設定
                            attackedAnimator.Add(temp.gobj.GetComponent <Animator>());
                            if (damage > 0)
                            {
                                attackedanimstate.Add(hitAnimName);        //共通モーションだと思うが、一部キャラで回復・ダメージが混ざる将来性も加味する
                            }
                            else
                            {
                                attackedanimstate.Add(healAnimName);     //暫定 Healモーションも作る
                            }
                            attackedCharaAnimation.Add(temp.gobj.GetComponent <CharaAnimation>());
                        }
                        for (int i = 0; i < attackedAnimator.Count; i++)
                        {
                            //Count不一致するかも?
                            attackedAnimator[i].Play(attackedanimstate[i]);
                            if (attackedanimstate[i] == hitAnimName)
                            {
                                attackedCharaAnimation[i].seSource.clip = seDamage;
                            }
                            else
                            {
                                attackedCharaAnimation[i].seSource.clip = seHeal;
                            }
                            attackedCharaAnimation[i].seSource.Play();
                        }
                        //テキスト表示
                        foreach (List <Text> damagenumtmp in damagenum)
                        {
                            foreach (Text a in damagenumtmp)
                            {
                                a.gameObject.SetActive(true);
                            }
                            //CameraAngle.CameraPoint(BattleVal.selectedUnit.gobj.transform.position);
                        }
                        nowtime = 0;
                    }
                    else if (nowtime >= battle_time - Time.deltaTime)
                    {
                        //戦闘後処理
                        bstate = BATTLE_STATUS.AFTERBATTLE;

                        //ダメージ数値のテキストを消す処理
                        foreach (List <Text> damagenumtmp in damagenum)
                        {
                            foreach (Text a in damagenumtmp)
                            {
                                Destroy(a.gameObject);
                            }
                        }
                        //戦闘用のダメージ表示などの判定が終了した後に、カメラの位置の移動
                        CameraAngle.CameraPoint(BattleVal.selectedUnit.gobj.transform.position);
                        //アニメーション関連の初期化
                        attackedAnimator.Clear();
                        attackedanimstate.Clear();
                        attackedCharaAnimation.Clear();
                        damagenum.Clear();
                        skillnamePanel.SetActive(false);
                        //攻撃可能フラグをオフに
                        BattleVal.selectedUnit.atackable = false;
                    }
                    else
                    {
                        //ダメージ数値のテキストを消す処理
                        //damagetext.color -= new Color(0,0,0,Time.deltaTime);
                        foreach (List <Text> damagenumtmp in damagenum)
                        {
                            foreach (Text a in damagenumtmp)
                            {
                                a.color -= new Color(0, 0, 0, Time.deltaTime);
                                a.transform.position += new Vector3(0, 1, 0);
                            }
                        }
                        nowtime += Time.deltaTime;
                    }
                }


                break;

            //戦闘後処理
            case BATTLE_STATUS.AFTERBATTLE:
                //獲得経験値
                int getexp = 10;     //基本値
                //撃墜処理
                foreach (int[] attackedpos in attackedposlist)
                {
                    Unitdata temp = BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])];
                    //撃墜処理
                    if (temp.hp <= 0)
                    {
                        Vector3 defeatpos = new Vector3();
                        Mapclass.TranslateMapCoordToPosition(ref defeatpos, attackedpos[0], attackedpos[1]);
                        StartCoroutine(UnitDefeat.DefeatHandle(temp, defeatEffect, defeatpos));

                        //撃墜ボーナス
                        getexp += BattleVal.id2index[string.Format("{0},{1}", attackedpos[0], attackedpos[1])].status.needexp;

                        //ユニットデータを消去
                        ////BattleVal.unitlistから消去
                        for (int i = 0; i < BattleVal.unitlist.Count; i++)
                        {
                            if (BattleVal.unitlist[i].x == temp.x && BattleVal.unitlist[i].y == temp.y)
                            {
                                BattleVal.unitlist.RemoveAt(i);
                                break;
                            }
                        }
                        ////BattleVal.id2indexから消去
                        BattleVal.id2index.Remove(string.Format("{0},{1}", temp.x, temp.y));
                        ////mapdataからユニット情報の削除
                        BattleVal.mapdata[(int)MapdataList.MAPUNIT][temp.y][temp.x] = 0;
                    }
                    if (temp.hp > temp.status.maxhp)
                    {
                        temp.hp = temp.status.maxhp;
                    }
                }

                //必殺技の場合、獲得経験値が1.5倍ボーナス
                if (selectedskill.is_cutscene)
                {
                    getexp = (int)((float)getexp * 1.5f);
                }
                //ユニットセレクトに戻る
                bstate = BATTLE_STATUS.SETVECT;
                if (BattleVal.selectedUnit.team == 0)
                {
                    //経験値を獲得するキャラの場合
                    if (BattleVal.selectedUnit.status.needexp != 0 &&
                        BattleVal.selectedUnit.status.level < 99 && BattleVal.selectedUnit.status.level >= 1)
                    {
                        Operation.AddGetExp(BattleVal.selectedUnit, getexp);
                        BattleVal.status = STATUS.GETEXP;
                    }
                    else
                    {
                        BattleVal.status = STATUS.PLAYER_UNIT_SELECT;
                    }
                }
                else
                {
                    BattleVal.status = STATUS.ENEMY_UNIT_SELECT;
                }
                break;
            }
        }
        else
        {
        }
    }