示例#1
0
    /// <summary>
    /// まだ武器を購入した時のみ
    /// </summary>
    /// <param name="itemName"></param>
    /// <param name="price"></param>
    public void Buy(string itemName, int price)
    {
        //お金の変更
        cashManager.Buy(price);

        //WeaponControllerからアイテムをテキストで検索して取得
        Weapon weapon = weaponDatabase.FindByName(itemName);

        if (weapon != null)
        {
            //武器インスタンスからアイテム化
            Item purchasedWeapon = new Item(weapon);

            //インベントリにアイテム追加
            itemInventory.AddItem(purchasedWeapon);
        }
    }
示例#2
0
    //アイテムリストから武器一覧のみ取得して返すメソッド 売却に使用する
    public List <Weapon> CreateWeaponList()
    {
        var inventoryWeaponList = new List <Weapon>();

        foreach (Item item in itemList)
        {
            //タイプが武器のアイテムなら
            if (item.ItemType == ItemType.WEAPON)
            {
                //名前から武器を取得
                Weapon weapon = weaponDatabase.FindByName(item.ItemName);
                if (weapon != null)
                {
                    inventoryWeaponList.Add(weapon);
                }
            }
        }

        return(inventoryWeaponList);
    }
示例#3
0
    private static void Create()
    {
        UnitDatabase unitDatabase = ScriptableObject.CreateInstance <UnitDatabase>();

        //武器の初期化用にデータベース取得
        WeaponDatabase weaponDatabase = Resources.Load <WeaponDatabase>("weaponDatabase");

        //200719 職業をデータベースから取得
        JobDatabase jobDatabase = Resources.Load <JobDatabase>("jobDatabase");

        PotionDatabase potionDatabase = Resources.Load <PotionDatabase>("potionDatabase");

        //210218 装飾品を追加
        AccessoryDatabase accessoryDatabase = Resources.Load <AccessoryDatabase>("accessoryDatabase");

        ToolDatabase toolDatabase = Resources.Load <ToolDatabase>("toolDatabase");

        //霊夢
        int[] reimuStatus = new int[] { 1, 21, 7, 5, 8, 7, 8, 6, 4 };

        //手持ちアイテム
        var reimuItem = new List <Item>();

        Item equipItem = new Item(weaponDatabase.FindByName("ホーミングアミュレット"));

        equipItem.isEquip = true;
        reimuItem.Add(equipItem);
        Item item = new Item(weaponDatabase.FindByName("お祓い棒"));

        reimuItem.Add(item);
        item = new Item(weaponDatabase.FindByName("博麗の癒符"));
        reimuItem.Add(item);
        item = new Item(potionDatabase.FindByName("霧雨の傷薬"));
        reimuItem.Add(item);
        Item accessoryItem = new Item(accessoryDatabase.FindByName("博麗の形代"));

        accessoryItem.isEquip = true;
        reimuItem.Add(accessoryItem);

        //210301 宝箱テスト

        /*item = new Item(toolDatabase.FindByName("宝の鍵"));
         * reimuItem.Add(item);*/

        /*item = new Item(weaponDatabase.FindByName("先代巫女のお札"));
         * reimuItem.Add(item);*/

        // 210217 スキルレベルが足りないテスト

        /*item = new Item(weaponDatabase.FindByName("奇跡の癒符"));
         * reimuItem.Add(item);*/

        //武器のバフがされるかテスト
        //equipWeapon = weaponDatabase.FindByName("先代巫女のお札");

        string pathName = "Reimu";

        //200827 スキルレベル実装
        var skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.D },
            { WeaponType.STRIKE, SkillLevel.D },
            { WeaponType.HEAL, SkillLevel.D },
        };

        //200719 職業を追加
        Job job = jobDatabase.FindByJob(JobName.巫女);

        //200830 霊夢ルート、レミリアルート実装
        bool isReimuRoute = true;

        //210219 種族追加
        RaceType race = RaceType.HUMAN;

        Unit reimu = new Unit("霊夢", "博麗 霊夢", job, race, reimuStatus, reimuItem, pathName, skillLevelMap, isReimuRoute);



        unitDatabase.unitList.Add(reimu);

        //魔理沙
        int[] marisaStatus = new int[] { 3, 21, 11, 5, 8, 10, 5, 5, 3 };

        var marisaItem = new List <Item>();

        item = new Item(weaponDatabase.FindByName("香霖堂の霊符"));
        marisaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("香霖堂の術符"));
        marisaItem.Add(item);
        item         = new Item(weaponDatabase.FindByName("ミニ八卦炉"));
        item.isEquip = true;
        marisaItem.Add(item);
        item = new Item(potionDatabase.FindByName("霧雨の傷薬"));
        marisaItem.Add(item);

        //210301 宝の鍵消費しないかテスト
        item = new Item(toolDatabase.FindByName("宝の鍵"));
        marisaItem.Add(item);

        //210217 魔理沙に装備出来ない武器を持たせるテスト 最終的には消す
        //技能レベルは足りているが専用ではない

        /*item = new Item(weaponDatabase.FindByName("ホーミングアミュレット"));
         * marisaItem.Add(item);
         * //適性が無い
         * item = new Item(weaponDatabase.FindByName("新聞紙の撃符"));
         * marisaItem.Add(item);
         * //スキルレベルが足りない
         * item = new Item(weaponDatabase.FindByName("死神の霊符"));
         * marisaItem.Add(item);*/

        pathName = "Marisa";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.E },
            { WeaponType.LASER, SkillLevel.D },
        };

        job = jobDatabase.FindByJob(JobName.魔法使い);

        race = RaceType.HUMAN;

        Unit marisa = new Unit("魔理沙", "霧雨 魔理沙", job, race, marisaStatus, marisaItem, pathName, skillLevelMap, isReimuRoute);

        //レベルアップテストの為
        marisa.exp = 99;
        unitDatabase.unitList.Add(marisa);

        //文
        int[] ayaStatus = new int[] { 16, 30, 14, 11, 16, 20, 15, 8, 11 };

        var ayaItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("天狗のカメラ"));
        item.isEquip = true;
        ayaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("新聞紙の術符"));
        ayaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("天狗の羽団扇"));
        ayaItem.Add(item);
        item = new Item(potionDatabase.FindByName("永遠亭の傷薬"));
        ayaItem.Add(item);
        //210220 勇者武器テスト
        item = new Item(weaponDatabase.FindByName("賢者の術符"));
        ayaItem.Add(item);

        pathName = "Aya";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.B },
            { WeaponType.STRIKE, SkillLevel.C },
        };

        job = jobDatabase.FindByJob(JobName.伝統の幻想ブン屋);

        race = RaceType.YOUKAI;

        Unit aya = new Unit("文", "射命丸 文", job, race, ayaStatus, ayaItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(aya);

        //ルーミア
        int[] rumiaStatus = new int[] { 5, 24, 9, 8, 5, 6, 4, 9, 8 };

        var rumiaItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("香霖堂の霊符"));
        item.isEquip = true;
        rumiaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("香霖堂の術符"));
        rumiaItem.Add(item);

        pathName = "Rumia";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.E },
            { WeaponType.LASER, SkillLevel.D },
        };

        job = jobDatabase.FindByJob(JobName.暗闇の妖怪);

        race = RaceType.YOUKAI;

        Unit rumia = new Unit("ルーミア", "ルーミア", job, race, rumiaStatus, rumiaItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(rumia);

        //大妖精
        int[] daiyouseiStatus = new int[] { 6, 21, 7, 3, 9, 8, 7, 8, 5 };

        var daiyouseiItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("香霖堂の術符"));
        item.isEquip = true;
        daiyouseiItem.Add(item);
        item = new Item(potionDatabase.FindByName("霧雨の傷薬"));
        daiyouseiItem.Add(item);
        item = new Item(weaponDatabase.FindByName("妖精の癒符"));
        daiyouseiItem.Add(item);

        pathName = "Daiyousei";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.D },
            { WeaponType.HEAL, SkillLevel.C },
        };

        job = jobDatabase.FindByJob(JobName.大妖精);

        race = RaceType.FAIRY;

        Unit daiyousei = new Unit("大妖精", "大妖精", job, race, daiyouseiStatus, daiyouseiItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(daiyousei);

        //ツィルノ
        int[] chirnoStatus = new int[] { 7, 23, 7, 11, 7, 10, 9, 6, 7 };

        var chirnoItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("氷つぶて"));
        item.isEquip = true;
        chirnoItem.Add(item);

        //試験用にアイテムを持たせる
        item = new Item(potionDatabase.FindByName("妖精の果実"));
        chirnoItem.Add(item);

        item = new Item(toolDatabase.FindByName("大きな金塊"));
        chirnoItem.Add(item);

        item = new Item(toolDatabase.FindByName("扉の鍵"));
        chirnoItem.Add(item);

        item = new Item(toolDatabase.FindByName("勝利のビール"));
        chirnoItem.Add(item);

        pathName = "Cirno";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.C },
            { WeaponType.STRIKE, SkillLevel.D },
        };

        job = jobDatabase.FindByJob(JobName.湖上の氷精);

        race = RaceType.FAIRY;

        Unit chirno = new Unit("チルノ", "チルノ", job, race, chirnoStatus, chirnoItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(chirno);



        //うどんげ氏
        int[] udonStatus = new int[] { 10, 26, 13, 6, 15, 11, 3, 9, 7 };

        var udonItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("玉兎の弾丸"));
        item.isEquip = true;
        udonItem.Add(item);
        item = new Item(weaponDatabase.FindByName("月人の術符"));
        udonItem.Add(item);
        item = new Item(potionDatabase.FindByName("永遠亭の傷薬"));
        udonItem.Add(item);
        item = new Item(potionDatabase.FindByName("薬箱"));
        udonItem.Add(item);

        pathName = "Udon";

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.B },
            { WeaponType.STRIKE, SkillLevel.C },
        };

        job = jobDatabase.FindByJob(JobName.狂気の月の兎);

        race = RaceType.MOON_RABBIT;

        Unit udonge = new Unit("鈴仙", "鈴仙・U・イナバ", job, race, udonStatus, udonItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(udonge);

        //ここからレミリアルート
        isReimuRoute = false;

        //美鈴
        int[] meirinStatus = new int[] { 6, 28, 5, 13, 8, 10, 5, 5, 8 };

        var meirinItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("拳"));
        item.isEquip = true;
        meirinItem.Add(item);
        item = new Item(weaponDatabase.FindByName("香霖堂の撃符"));
        meirinItem.Add(item);
        item = new Item(weaponDatabase.FindByName("妖精の癒符"));
        meirinItem.Add(item);
        item = new Item(potionDatabase.FindByName("霧雨の傷薬"));
        meirinItem.Add(item);

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.STRIKE, SkillLevel.D },
            { WeaponType.HEAL, SkillLevel.E },
        };

        pathName = "Meirin";

        job = jobDatabase.FindByJob(JobName.門番);

        race = RaceType.YOUKAI;

        Unit meirin = new Unit("美鈴", "紅 美鈴", job, race, meirinStatus, meirinItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(meirin);

        //小悪魔
        int[] koakumaStatus = new int[] { 8, 23, 11, 7, 9, 11, 5, 6, 8 };

        //アイテム
        var koakumaItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("香霖堂の術符"));
        item.isEquip = true;
        koakumaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("妖精の癒符"));
        koakumaItem.Add(item);
        item = new Item(potionDatabase.FindByName("霧雨の傷薬"));
        koakumaItem.Add(item);

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.D },
            { WeaponType.HEAL, SkillLevel.D },
        };

        pathName = "Koakuma";

        race = RaceType.YOUKAI;

        job = jobDatabase.FindByJob(JobName.小悪魔);
        Unit koakuma = new Unit("小悪魔", "小悪魔", job, race, koakumaStatus, koakumaItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(koakuma);

        //パチュリー
        int[] patuStatus = new int[] { 10, 21, 15, 1, 16, 6, 8, 11, 3 };

        pathName = "Patu";

        //アイテム
        var patuItem = new List <Item>();

        item = new Item(weaponDatabase.FindByName("河童の術符"));
        patuItem.Add(item);
        item         = new Item(weaponDatabase.FindByName("仙人の霊符"));
        item.isEquip = true;
        patuItem.Add(item);
        item = new Item(potionDatabase.FindByName("永遠亭の傷薬"));
        patuItem.Add(item);

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.C },
            { WeaponType.LASER, SkillLevel.B },
        };

        job = jobDatabase.FindByJob(JobName.魔女);

        race = RaceType.YOUKAI;

        Unit patu = new Unit("パチュリー", "パチュリー・ノーレッジ", job, race, patuStatus, patuItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(patu);

        //咲夜
        int[] sakuyaStatus = new int[] { 8, 23, 9, 10, 12, 14, 12, 8, 10 };

        //アイテム
        var sakuyaItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("銀のナイフ"));
        item.isEquip = true;
        sakuyaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("香霖堂の術符"));
        sakuyaItem.Add(item);
        item = new Item(potionDatabase.FindByName("永遠亭の傷薬"));
        sakuyaItem.Add(item);


        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.SHOT, SkillLevel.D },
            { WeaponType.STRIKE, SkillLevel.C },
        };

        pathName = "Sakuya";

        job = jobDatabase.FindByJob(JobName.紅魔館のメイド);

        race = RaceType.HUMAN;

        Unit sakuya = new Unit("咲夜", "十六夜 咲夜", job, race, sakuyaStatus, sakuyaItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(sakuya);

        //レミリア
        int[] remilliaStatus = new int[] { 18, 36, 15, 18, 16, 22, 20, 10, 15 };

        pathName = "Remilia";

        //アイテム
        var remilliaItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("グングニル"));
        item.isEquip = true;
        remilliaItem.Add(item);
        item = new Item(weaponDatabase.FindByName("河童の撃符"));
        remilliaItem.Add(item);

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.STRIKE, SkillLevel.B },
        };

        job = jobDatabase.FindByJob(JobName.紅い悪魔);

        race = RaceType.YOUKAI;

        Unit remillia = new Unit("レミリア", "レミリア・スカーレット", job, race, remilliaStatus, remilliaItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(remillia);

        //フラン
        int[] frandreStatus = new int[] { 25, 42, 24, 27, 16, 24, 12, 11, 18 };

        pathName = "Fran";

        //アイテム
        var franItem = new List <Item>();

        item         = new Item(weaponDatabase.FindByName("レーヴァテイン"));
        item.isEquip = true;
        franItem.Add(item);
        item = new Item(weaponDatabase.FindByName("死神の撃符"));
        franItem.Add(item);

        skillLevelMap = new Dictionary <WeaponType, SkillLevel>()
        {
            { WeaponType.STRIKE, SkillLevel.A },
        };

        job = jobDatabase.FindByJob(JobName.紅のカタストロフ);

        race = RaceType.YOUKAI;

        Unit frandre = new Unit("フランドール", "フランドール・スカーレット", job, race, frandreStatus, franItem, pathName, skillLevelMap, isReimuRoute);

        unitDatabase.unitList.Add(frandre);

        //ファイル書き出し Resources配下に作る
        AssetDatabase.CreateAsset(unitDatabase, "Assets/Resources/unitDatabase.asset");
    }
示例#4
0
 //敵を攻撃する武器を選択する
 public void setEquipWeapon(string weapon)
 {
     unit.equipWeapon = weaponDatabase.FindByName(weapon);
 }