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Yukar.Engine.BattleEnemyData クラス

バトル中の敵の管理クラス [詳解]

Yukar.Engine.BattleEnemyData の継承関係図
Yukar.Engine.BattleCharacterBase

公開型

enum  MonsterArrangementType {
  ForwardCenter , ForwardLeft , ForwardRight , MiddleCenter ,
  MiddleLeft , MiddleRight , BackCenter , BackLeft ,
  BackRight , Manual
}
 2D配置情報 [詳解]
 
- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承公開型
enum  CounterState { NONE , COUNTER , AFTER }
 反撃フェーズ [詳解]
 
enum  ContinuousActionType { NONE , BY_ENEMY_AI }
 連続行動タイプ [詳解]
 
enum  HitCheckResult { NONE = -1 , MISSED , HIT , CRITICAL }
 

公開メンバ関数

 BattleEnemyData ()
 
override Rom.Cast GetSource ()
 
void SetParameters (Rom.Cast m)
 
void SetParameters (Common.GameData.Hero m, string name)
 
override void Update ()
 
override void ExecuteCommandStart ()
 
override void SetPosition (Vector3 inPosition)
 
override bool isMovableToForward (bool inAttack)
 
override bool isUseWalkInAttack ()
 
- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承公開メンバ関数
int GetSystemStatus (Rom.GameSettings inGS, Guid inId)
 
int GetStatus (Rom.GameSettings inGS, Guid inId)
 
int GetStatus (Rom.GameSettings inGS, string inKey)
 
int ResistanceAttackAttribute (Guid attributeIndex)
 
float ResistanceAttackAttributePercent (Guid attributeIndex)
 
AttributeToleranceType AttackAttributeTolerance (Guid attributeIndex)
 
int GetResistanceAilmentStatus (Guid inId)
 
bool IsDeadCondition (bool strict=false)
 
bool IsBehindPartyCondition ()
 
bool IsActionDisabled ()
 
virtual void InitializeBattleCommandDisabled (Catalog inCatalog)
 
void Resurrection (BattleEventControllerBase inBattleEvents=null)
 
void Down (Catalog inCatalog, BattleEventControllerBase inBattleEvents)
 
virtual Rom.Cast GetSource ()
 
virtual void Update ()
 
void SetCondition (Catalog inCatalog, Guid inSetConditionId, BattleEventControllerBase inBattleEvents)
 状態の付加 [詳解]
 
bool SetCondition (Catalog inCatalog, Guid inSetConditionId, BattleEventControllerBase inBattleEvents, bool inCheckResistance)
 
virtual void SetCondition (Catalog inCatalog, Rom.Condition inSetCondition, BattleEventControllerBase inBattleEvents)
 状態の付加 [詳解]
 
void RecoveryCondition (Guid inRecoveryConditionId)
 状態の回復(解除時の効果無効) [詳解]
 
void RecoveryCondition (Guid inRecoveryConditionId, BattleEventControllerBase inBattleEvents, Rom.Condition.RecoveryType inRecoveryType)
 状態の回復 [詳解]
 
void GetSkillTarget (Common.Rom.NSkill skill, out BattleCharacterBase[] friendEffectTargets, out BattleCharacterBase[] enemyEffectTargets, IEnumerable< BattleCharacterBase > srcFriends=null, IEnumerable< BattleCharacterBase > srcEnemies=null)
 
virtual void ExecuteCommandStart ()
 
virtual void ExecuteCommandEnd ()
 
virtual void CommandReactionStart ()
 
virtual void CommandReactionEnd ()
 
virtual void SetPosition (Vector3 inPosition)
 
void ConsistancyHPPercentConditions (Catalog catalog, BattleEventControllerBase inBattleEvents)
 
abstract bool isMovableToForward (bool inAttack=false)
 
abstract bool isUseWalkInAttack ()
 
void ConsistancyConsumptionStatus (Rom.GameSettings inGS)
 
void RefreshStatus ()
 
List< string > GetBattleCommandDisabledTargetTagList ()
 
float GetCriticalScaleFactor (Rom.GameSettings inGS)
 
Rom.BattleImpactReflectionPercentParam GetReflectionParam (Rom.NSkill skill, bool isFriendEffect)
 

公開変数類

Rom.Cast monster
 
Common.GameData.Hero monsterGameData
 
Common.Resource.Texture imageId
 
MonsterArrangementType arrangmentType
 
TweenColor commandEffectColor
 
Resource.GfxResourceBase image
 
List< Rom.ActionInfo > alreadyExecuteActions = new List<Rom.ActionInfo>()
 
int currentActionTurn
 
- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承公開変数類
MapCharacter mapChr
 
Vector3 pos
 
Vector3 moveTargetPos
 
float directionRad
 
BattleCommand selectedBattleCommand
 
string selectedBattleCommandTags
 
List< BattleCharacterBasecommandFriendEffectCharacters
 
List< BattleCharacterBasecommandEnemyEffectCharacters
 
List< BattleCharacterBasecommandTargetList
 
List< Rom.NSkill > useableSkillList
 
List< Party.ItemStackhaveItemList
 
Rom.NSkill selectedSkill
 
Party.ItemStack selectedItem
 
CounterState counterAction
 反撃中かどうか [詳解]
 
ContinuousActionType continuousActionType
 連続行動中かどうか [詳解]
 
StatusValue baseStatusValue = new StatusValue(true)
 
StatusValue consumptionStatusValue = new StatusValue(true)
 
List< EnhanceEffectattackEnhanceEffects
 
List< EnhanceEffectguardEnhanceEffects
 
StatusValue enhanceStatusValue = new StatusValue()
 
StatusValue conditionStatusValue = new StatusValue()
 
StatusValue equipmentStatusValue = new StatusValue()
 
List< EffectDrawerpositiveEffectDrawers
 
List< EffectDrawernegativeEffectDrawers
 
List< EffectDrawerstatusEffectDrawers
 
BattleStatusWindowDrawer.StatusData battleStatusData
 
BattleStatusWindowDrawer.StatusData startStatusData
 
BattleStatusWindowDrawer.StatusData nextStatusData
 
int positiveEffectIndex
 
int negativeEffectIndex
 
int statusEffectIndex
 
Dictionary< Guid, int > ResistanceAttackAttributeEnhance
 
Dictionary< Guid, int > ResistanceAttackAttributeBase
 
Dictionary< Guid, int > ResistanceAilmentEnhance = new Dictionary<Guid, int>()
 
Dictionary< Guid, Hero.ConditionInfoconditionInfoDic = new Dictionary<Guid, Hero.ConditionInfo>()
 
Action< BattleCharacterBase, bool, bool > actionHandler
 
float imageAlpha = 1.0f
 
string skillFailCauses
 
HitCheckResult lastHitCheckResult
 

プロパティ

override Hero Hero [get]
 
int RewardsExp [get]
 
int RewardsGold [get]
 
bool continuousAction [get, set]
 
override bool IsHero [get]
 
bool IsManualPosition [get]
 
- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承プロパティ
abstract bool IsHero [get]
 
virtual Hero Hero [get]
 
int UniqueID [get, set]
 
bool IsBattle [get, set]
 
bool IsStock [get, set]
 
int ExecuteCommandTurnCount [get, set]
 
BattleCommandType selectedBattleCommandType [get, set]
 
BattleCommandType? recentBattleCommandType = null [get, set]
 
BattleCharacterBase[] targetCharacter [get, set]
 
List< BattleCharacterBaseFriendPartyRefMember [get, set]
 
List< BattleCharacterBaseEnemyPartyRefMember [get, set]
 
int EscapeSuccessBasePercent [get, set]
 
string EscapeSuccessMessage [get, set]
 
int HitPoint [get, set]
 
int MagicPoint [get, set]
 
Color ConditionColor [get]
 
bool ConditionTransparent [get]
 
bool IsSelectedBattleCommandDisabled [get]
 
int MaxHitPoint [get]
 
int MaxMagicPoint [get]
 
int MaxHitPointBase [get, set]
 
int MaxMagicPointBase [get, set]
 
int MaxHitPointEnhance [get, set]
 
int MaxHitPointCondition [get, set]
 
int MaxHitPointEquipment [get, set]
 
int MaxMagicPointEnhance [get, set]
 
int MaxMagicPointCondition [get, set]
 
int MaxMagicPointEquipment [get, set]
 
float HitPointPercent [get]
 
float MagicPointPercent [get]
 
int MaxDamage [get]
 
int MaxDamageBase [get, set]
 
int MaxDamageEnhance [get, set]
 
int MaxDamageCondition [get, set]
 
int Attack [get]
 
int Defense [get]
 
int Power [get]
 
int Magic [get]
 
int Speed [get]
 
int Evasion [get]
 
int Dexterity [get]
 
int Critical [get]
 
int CriticalDamagePercent [get]
 
int CriticalEvasionPercent [get]
 
int ElementAttack [get, set]
 
int AttackBase [get, set]
 
int DefenseBase [get, set]
 
int PowerBase [get, set]
 
int VitalityBase [get, set]
 
int MagicBase [get, set]
 
int SpeedBase [get, set]
 
int DexterityBase [get, set]
 
int EvasionBase [get, set]
 
int CriticalBase [get, set]
 
int CriticalDamagePercentBase [get, set]
 
int CriticalEvasionPercentBase [get, set]
 
int AttackAddCondition [get, set]
 
int PowerEnhancement [get, set]
 
int MagicEnhancement [get, set]
 
int VitalityEnhancement [get, set]
 
int SpeedEnhancement [get, set]
 
int EvasionEnhancement [get, set]
 
int DexterityEnhancement [get, set]
 
int PowerCondition [get, set]
 
int MagicCondition [get, set]
 
int VitalityCondition [get, set]
 
int SpeedCondition [get, set]
 
int EvasionCondition [get, set]
 
int DexterityCondition [get, set]
 
int CriticalCondition [get, set]
 
int CriticalDamagePercentCondition [get, set]
 
int CriticalEvasionPercentCondition [get, set]
 
int HateCondition [get, set]
 
int PowerEquipment [get, set]
 
int MagicEquipment [get, set]
 
int VitalityEquipment [get, set]
 
int SpeedEquipment [get, set]
 
bool IsPowerEnhancementUp [get]
 
bool IsMagicEnhancementUp [get]
 
bool IsVitalityEnhancementUp [get]
 
bool IsSpeedEnhancementUp [get]
 
bool IsEvasionEnhancementUp [get]
 
bool IsDexterityEnhancementUp [get]
 
bool IsPowerEnhancementDown [get]
 
bool IsMagicEnhancementDown [get]
 
bool IsVitalityEnhancementDown [get]
 
bool IsSpeedEnhancementDown [get]
 
bool IsEvasionEnhancementDown [get]
 
bool IsDexterityEnhancementDown [get]
 
AttackAttributeType AttackAttribute [get, set]
 
Guid AttackCondition [get, set]
 
float DamageRate [get]
 
int ChargePercent [get]
 
int GuardPercent [get]
 
Guid AttackEffect [get, set]
 
Guid CriticalEffect [get, set]
 
Guid DeathEffect [get, set]
 
Vector2 EffectPosition [get, set]
 
Vector2 DamageTextPosition [get, set]
 
float EffectPriority [get, set]
 
ReactionType CommandReactionType [get, set]
 
string Name [get, set]
 
bool IsSelect [get, set]
 
bool IsSelectDisabled [get, set]
 

その他の継承メンバ

- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承限定公開メンバ関数
 BattleCharacterBase ()
 
void InitializeConditionColor ()
 
virtual void SetConditionWithInfiniteLoopCheck (Catalog inCatalog, Rom.Condition inSetCondition, BattleEventControllerBase inBattleEvents, List< Guid > inUsedSetConditionIdList)
 
- 基底クラス Yukar.Engine.BattleCharacterBase に属する継承限定公開変数類
Dictionary< Guid, int > ResistanceAilmentStatus = new Dictionary<Guid, int>()
 

詳解

バトル中の敵の管理クラス

列挙型メンバ詳解

◆ MonsterArrangementType

2D配置情報

列挙値
ForwardCenter 
ForwardLeft 
ForwardRight 
MiddleCenter 
MiddleLeft 
MiddleRight 
BackCenter 
BackLeft 
BackRight 
Manual 

構築子と解体子

◆ BattleEnemyData()

Yukar.Engine.BattleEnemyData.BattleEnemyData ( )

メソッド詳解

◆ ExecuteCommandStart()

override void Yukar.Engine.BattleEnemyData.ExecuteCommandStart ( )
virtual

Yukar.Engine.BattleCharacterBaseを再実装しています。

◆ GetSource()

override Rom.Cast Yukar.Engine.BattleEnemyData.GetSource ( )
virtual

Yukar.Engine.BattleCharacterBaseを再実装しています。

◆ isMovableToForward()

override bool Yukar.Engine.BattleEnemyData.isMovableToForward ( bool  inAttack)
virtual

Yukar.Engine.BattleCharacterBaseを実装しています。

◆ isUseWalkInAttack()

override bool Yukar.Engine.BattleEnemyData.isUseWalkInAttack ( )
virtual

Yukar.Engine.BattleCharacterBaseを実装しています。

◆ SetParameters() [1/2]

void Yukar.Engine.BattleEnemyData.SetParameters ( Common.GameData.Hero  m,
string  name 
)

◆ SetParameters() [2/2]

void Yukar.Engine.BattleEnemyData.SetParameters ( Rom.Cast  m)

◆ SetPosition()

override void Yukar.Engine.BattleEnemyData.SetPosition ( Vector3  inPosition)
virtual

Yukar.Engine.BattleCharacterBaseを再実装しています。

◆ Update()

override void Yukar.Engine.BattleEnemyData.Update ( )
virtual

Yukar.Engine.BattleCharacterBaseを再実装しています。

メンバ詳解

◆ alreadyExecuteActions

List<Rom.ActionInfo> Yukar.Engine.BattleEnemyData.alreadyExecuteActions = new List<Rom.ActionInfo>()

◆ arrangmentType

MonsterArrangementType Yukar.Engine.BattleEnemyData.arrangmentType

◆ commandEffectColor

TweenColor Yukar.Engine.BattleEnemyData.commandEffectColor

◆ currentActionTurn

int Yukar.Engine.BattleEnemyData.currentActionTurn

◆ image

Resource.GfxResourceBase Yukar.Engine.BattleEnemyData.image

◆ imageId

Common.Resource.Texture Yukar.Engine.BattleEnemyData.imageId

◆ monster

Rom.Cast Yukar.Engine.BattleEnemyData.monster

◆ monsterGameData

Common.GameData.Hero Yukar.Engine.BattleEnemyData.monsterGameData

プロパティ詳解

◆ continuousAction

bool Yukar.Engine.BattleEnemyData.continuousAction
getset

◆ Hero

override Hero Yukar.Engine.BattleEnemyData.Hero
get

◆ IsHero

override bool Yukar.Engine.BattleEnemyData.IsHero
get

◆ IsManualPosition

bool Yukar.Engine.BattleEnemyData.IsManualPosition
get

◆ RewardsExp

int Yukar.Engine.BattleEnemyData.RewardsExp
get

◆ RewardsGold

int Yukar.Engine.BattleEnemyData.RewardsGold
get