示例#1
0
    void Start()
    {
        LoadEnemyStatus les = new LoadEnemyStatus();

        les.LoadEnemy();
        StartUP();
        VisibleUIManage.CloseMain_OpenCommand();
    }
示例#2
0
    /// <summary>
    /// GameManager起動時、初期設定実行
    /// </summary>
    void Start()
    {
        LoadEnemyStatus les = new LoadEnemyStatus();

        les.LoadEnemy(EncountEnemy.intAreaLevel);
        StartUP();
        VisibleUIManage.ManageStart_EndBattleStartClass();
    }
    void OnTriggerEnter(Collider col)
    {
        //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))
        {
            //コマンドウィンドウを閉じてターゲットウィンドウを表示する
            VisibleUIManage.ManageStart_BeforeCommandClick();

            GameManager.CommandFlg = "Skill";
        }
    }
    /// <summary>
    /// 読み込み時
    /// </summary>
    void Start()
    {
        //全ターゲット判定用オブジェクトを起動
        VisibleUIManage.ManageStart_ChoiseTargetEnemy_1();
        VisibleUIManage.ManageStart_ChoiseTargetEnemy_2();
        VisibleUIManage.ManageStart_ChoiseTargetEnemy_3();

        ManageBattle.CheckCanTargetEnemy_Single();

        var query_Enemy = from x in BattleStaticValiable.xdoc2.Descendants("Enemy")
                          select x;

        //No順にテキストに敵の名前を入れる
        foreach (var item in query_Enemy)
        {
            switch (item.Element("BattleNo").Value)
            {
            case "1":
                GameManager.TextTarget1_EnemyTargetWindow.text = item.Element("EnemyName").Value;
                break;

            case "2":
                GameManager.TextTarget2_EnemyTargetWindow.text = item.Element("EnemyName").Value;
                break;

            case "3":
                GameManager.TextTarget3_EnemyTargetWindow.text = item.Element("EnemyName").Value;
                break;
            }
        }

        //名前が空なら判定を消去する
        string s1 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 1);
        string s2 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 2);
        string s3 = OperateBattleSheetData.GetBatteSheetData(GetXMLQueryKey_EnemyData.EnemyName(), 3);

        if (s1 == "")
        {
            VisibleUIManage.ManageStart_ReturnTargetEnemy_1();
        }
        if (s2 == "")
        {
            VisibleUIManage.ManageStart_ReturnTargetEnemy_2();
        }
        if (s3 == "")
        {
            VisibleUIManage.ManageStart_ReturnTargetEnemy_3();
        }
    }
示例#5
0
    void OnTriggerEnter(Collider col)
    {
        //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))
        {
            if (CanAttack == false)
            {
                return;
            }

            //コマンドウィンドウを閉じてメインウインドウを表示する
            VisibleUIManage.CloseCommand_OpenMain();

            GameManager.CommandFlg = "Attack";

            Battle battle = new Battle();
            battle.TurnStart();
        }
    }
    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();
        }
    }
    public static void Setting()
    {
        Texture2D texture_BulletIcon         = Resources.Load("BulletIcon") as Texture2D;
        Texture2D texture_BulletIcon_NoImage = Resources.Load("NoImage") as Texture2D;

        //バレットアイコン初期化
        GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);
        GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                   new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                   Vector2.zero);

        //残り弾数を問い合わせて、値によって処理変更
        switch (int.Parse(OperatePlayerData.GetPlayerData(GetXMLQueryKey_PlayerData.PlayerBullet())))
        {
        case 0:
            OperatePlayerData.SetPlayerData("1", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 1:
            OperatePlayerData.SetPlayerData("2", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 2:
            OperatePlayerData.SetPlayerData("3", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 3:
            OperatePlayerData.SetPlayerData("4", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 4:
            OperatePlayerData.SetPlayerData("5", GetXMLQueryKey_PlayerData.PlayerBullet());
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;

        case 5:
            GameManager.Bullet1.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet2.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet3.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet4.sprite = Sprite.Create(texture_BulletIcon,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            GameManager.Bullet5.sprite = Sprite.Create(texture_BulletIcon_NoImage,
                                                       new Rect(0, 0, texture_BulletIcon.width, texture_BulletIcon.height),
                                                       Vector2.zero);
            break;
        }

        GameManager.Text_MainWindow.text = "";
        VisibleUIManage.ManageStart_EndBattleStartClass();
    }
    void OnTriggerEnter(Collider col)
    {
        //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))
        {
            //ターゲットを確定する
            var name = this.TargetEnemy.name;
            switch (name)
            {
            case "Target1CursorObject_EnemyTargetWindow":
                GameManager.TargetFlg = "1";
                break;

            case "Target2CursorObject_EnemyTargetWindow":
                GameManager.TargetFlg = "2";
                break;

            case "Target3CursorObject_EnemyTargetWindow":
                GameManager.TargetFlg = "3";
                break;
            }

            VisibleUIManage.ManageStart_BeforeCommandClick();

            switch (GameManager.CommandFlg)
            {
            case "Attack":
                if (ComparerParameter.SpeedComparer() == true)
                {
                    //自分のターン
                    MyTurn_NormalAttack();

                    //敵のターン
                    EnemyTurn.StartEnemyTurn();
                }
                else
                {
                    //敵のターン
                    EnemyTurn.StartEnemyTurn();

                    //自分のターン
                    MyTurn_NormalAttack();
                }
                break;

            case "パワーショット":
                if (ComparerParameter.SpeedComparer() == true)
                {
                    //自分のターン
                    MyTurn_PowerShot();

                    //敵のターン
                    EnemyTurn.StartEnemyTurn();
                }
                else
                {
                    //敵のターン
                    EnemyTurn.StartEnemyTurn();

                    //自分のターン
                    MyTurn_PowerShot();
                }
                break;
            }

            GameManager.Text_MainWindow.text = "";
            CheckTurnEnd.Setting();
        }
        else if (Input.GetKey(KeyCode.Escape))
        {
            //敵選択を閉じる
            VisibleUIManage.ManageStart_AfterCommandClick();
        }
    }