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公開メンバ関数 | 静的公開メンバ関数 | 公開変数類 | 静的公開変数類 | プロパティ | 全メンバ一覧
Yukar.Engine.BattleSequenceManagerBase クラスabstract

公開メンバ関数

delegate void BattleStartEventHandler ()
 
abstract BattleResultState GetBattleResult ()
 
abstract SharpKmyGfx.Color GetFadeScreenColor ()
 
abstract BattleState GetBattleState ()
 
abstract void ReleaseImageData ()
 
virtual VrCameraData GetVrCameraData ()
 将来の VR 実装用 現在は使いません [詳解]
 
virtual void SetupVrCameraData (bool bUpdateInfo)
 将来の VR 実装用 現在は使いません [詳解]
 
abstract MapData GetMapDrawer ()
 BattleViewerからMapDrawerを取得して返す [詳解]
 
abstract void Draw ()
 
abstract SharpKmyMath.Matrix4 GetCameraProjectionMatrix ()
 
abstract SharpKmyMath.Matrix4 GetCameraViewMatrix ()
 
abstract void FixedUpdate ()
 
abstract void Update ()
 
abstract void Prepare ()
 
abstract void Release ()
 
abstract void RegisterTestEffect (string name, NSprite effect, Catalog catalog)
 
abstract void BattleStart (Party party, BattleEnemyInfo[] monsters, Common.Rom.Map.BattleSetting settings, bool escapeAvailable=true, bool gameoverOnLose=true, bool showMessage=true)
 
abstract void BattleStart (Party party, BattleEnemyInfo[] monsters, Vector3[] playerLayouts, Common.Rom.Map.BattleSetting settings, bool escapeAvailable=true, bool gameoverOnLose=true, bool showMessage=true)
 
abstract void ReloadUI (Common.Rom.LayoutProperties.LayoutNode.UsageInGame usage)
 
abstract bool IsWrongFromCurrentBg (Guid bgGuid)
 
abstract void Prepare (Guid bgGuid)
 
abstract int CalcAttackWithWeaponDamage (BattleCharacterBase attacker, BattleCharacterBase target, Guid attackAttribute, bool isCritical, Random battleRandom)
 
virtual bool CheckCritical (BattleCharacterBase attacker, Random battleRandom)
 
virtual bool CheckCritical (BattleCharacterBase attacker, BattleCharacterBase target, Random battleRandom)
 
abstract bool isContinuable ()
 
abstract MapScene GetEventController ()
 
abstract void ApplyDebugSetting ()
 

静的公開メンバ関数

static BattleSequenceManagerBase Create (GameMain owner, Catalog catalog)
 バトルのインスタンスを作成する [詳解]
 
static BattleSequenceManagerBase Get ()
 
static bool IsQualifiedSkillCostStatus (StatusValue inConsumptionStatusValue, Common.Rom.NSkill inSkill, out string outFailedStatusName)
 
static bool IsQualifiedSkillCostStatus (StatusValue inConsumptionStatusValue, Common.Rom.NSkill inSkill)
 
static bool IsQualifiedSkillCostStatus (BattleCharacterBase inCharacter, Common.Rom.NSkill inSkill)
 
static bool IsQualifiedSkillCostStatus (BattleCharacterBase inCharacter, Common.Rom.NSkill inSkill, out string outFailedStatusName)
 
static void PaySkillCostStatus (GameSettings inGS, StatusValue inConsumptionStatusValue, Common.Rom.NSkill inSkill, string inUserName=null)
 
static void PaySkillCostStatus (BattleCharacterBase inCharacter, Common.Rom.NSkill inSkill)
 

公開変数類

BattleRewards rewards = new BattleRewards()
 
float battleSpeed = 1.0f
 
BattleStartEventHandler BattleStartEvents
 
BattleStartEventHandler BattleResultWinEvents
 
BattleStartEventHandler BattleResultEscapeEvents
 
BattleStartEventHandler BattleResultLoseGameOverEvents
 

静的公開変数類

static byte[] version = new byte[] { 255, 255, 255, 255 }
 
static Vector3 battleFieldCenter = BattleCharacterPosition.DEFAULT_BATTLE_FIELD_CENTER
 

プロパティ

virtual BattleEventControllerBase BattleEvents [get]
 
abstract List< BattlePlayerDataPlayerViewDataList [get]
 
abstract List< BattleEnemyDataEnemyViewDataList [get]
 
abstract bool IsDrawingBattleScene [get, set]
 
abstract bool IsPlayingBattleEffect [get, set]
 
static Func< GameMain, Catalog, BattleSequenceManagerBasecreate = (owner, catalog) => null [set]
 

メソッド詳解

◆ ApplyDebugSetting()

abstract void Yukar.Engine.BattleSequenceManagerBase.ApplyDebugSetting ( )
pure virtual

◆ BattleStart() [1/2]

abstract void Yukar.Engine.BattleSequenceManagerBase.BattleStart ( Party  party,
BattleEnemyInfo[]  monsters,
Common.Rom.Map.BattleSetting  settings,
bool  escapeAvailable = true,
bool  gameoverOnLose = true,
bool  showMessage = true 
)
pure virtual

◆ BattleStart() [2/2]

abstract void Yukar.Engine.BattleSequenceManagerBase.BattleStart ( Party  party,
BattleEnemyInfo[]  monsters,
Vector3[]  playerLayouts,
Common.Rom.Map.BattleSetting  settings,
bool  escapeAvailable = true,
bool  gameoverOnLose = true,
bool  showMessage = true 
)
pure virtual

◆ BattleStartEventHandler()

delegate void Yukar.Engine.BattleSequenceManagerBase.BattleStartEventHandler ( )

◆ CalcAttackWithWeaponDamage()

abstract int Yukar.Engine.BattleSequenceManagerBase.CalcAttackWithWeaponDamage ( BattleCharacterBase  attacker,
BattleCharacterBase  target,
Guid  attackAttribute,
bool  isCritical,
Random  battleRandom 
)
pure virtual

◆ CheckCritical() [1/2]

virtual bool Yukar.Engine.BattleSequenceManagerBase.CheckCritical ( BattleCharacterBase  attacker,
BattleCharacterBase  target,
Random  battleRandom 
)
virtual

◆ CheckCritical() [2/2]

virtual bool Yukar.Engine.BattleSequenceManagerBase.CheckCritical ( BattleCharacterBase  attacker,
Random  battleRandom 
)
virtual

◆ Create()

static BattleSequenceManagerBase Yukar.Engine.BattleSequenceManagerBase.Create ( GameMain  owner,
Catalog  catalog 
)
static

バトルのインスタンスを作成する

引数
owner
catalog
戻り値

◆ Draw()

abstract void Yukar.Engine.BattleSequenceManagerBase.Draw ( )
pure virtual

◆ FixedUpdate()

abstract void Yukar.Engine.BattleSequenceManagerBase.FixedUpdate ( )
pure virtual

◆ Get()

static BattleSequenceManagerBase Yukar.Engine.BattleSequenceManagerBase.Get ( )
static

◆ GetBattleResult()

abstract BattleResultState Yukar.Engine.BattleSequenceManagerBase.GetBattleResult ( )
pure virtual

◆ GetBattleState()

abstract BattleState Yukar.Engine.BattleSequenceManagerBase.GetBattleState ( )
pure virtual

◆ GetCameraProjectionMatrix()

abstract SharpKmyMath.Matrix4 Yukar.Engine.BattleSequenceManagerBase.GetCameraProjectionMatrix ( )
pure virtual

◆ GetCameraViewMatrix()

abstract SharpKmyMath.Matrix4 Yukar.Engine.BattleSequenceManagerBase.GetCameraViewMatrix ( )
pure virtual

◆ GetEventController()

abstract MapScene Yukar.Engine.BattleSequenceManagerBase.GetEventController ( )
pure virtual

◆ GetFadeScreenColor()

abstract SharpKmyGfx.Color Yukar.Engine.BattleSequenceManagerBase.GetFadeScreenColor ( )
pure virtual

◆ GetMapDrawer()

abstract MapData Yukar.Engine.BattleSequenceManagerBase.GetMapDrawer ( )
pure virtual

BattleViewerからMapDrawerを取得して返す

戻り値

◆ GetVrCameraData()

virtual VrCameraData Yukar.Engine.BattleSequenceManagerBase.GetVrCameraData ( )
virtual

将来の VR 実装用 現在は使いません

戻り値

◆ isContinuable()

abstract bool Yukar.Engine.BattleSequenceManagerBase.isContinuable ( )
pure virtual

◆ IsQualifiedSkillCostStatus() [1/4]

static bool Yukar.Engine.BattleSequenceManagerBase.IsQualifiedSkillCostStatus ( BattleCharacterBase  inCharacter,
Common.Rom.NSkill  inSkill 
)
static

◆ IsQualifiedSkillCostStatus() [2/4]

static bool Yukar.Engine.BattleSequenceManagerBase.IsQualifiedSkillCostStatus ( BattleCharacterBase  inCharacter,
Common.Rom.NSkill  inSkill,
out string  outFailedStatusName 
)
static

◆ IsQualifiedSkillCostStatus() [3/4]

static bool Yukar.Engine.BattleSequenceManagerBase.IsQualifiedSkillCostStatus ( StatusValue  inConsumptionStatusValue,
Common.Rom.NSkill  inSkill 
)
static

◆ IsQualifiedSkillCostStatus() [4/4]

static bool Yukar.Engine.BattleSequenceManagerBase.IsQualifiedSkillCostStatus ( StatusValue  inConsumptionStatusValue,
Common.Rom.NSkill  inSkill,
out string  outFailedStatusName 
)
static

◆ IsWrongFromCurrentBg()

abstract bool Yukar.Engine.BattleSequenceManagerBase.IsWrongFromCurrentBg ( Guid  bgGuid)
pure virtual

◆ PaySkillCostStatus() [1/2]

static void Yukar.Engine.BattleSequenceManagerBase.PaySkillCostStatus ( BattleCharacterBase  inCharacter,
Common.Rom.NSkill  inSkill 
)
static

◆ PaySkillCostStatus() [2/2]

static void Yukar.Engine.BattleSequenceManagerBase.PaySkillCostStatus ( GameSettings  inGS,
StatusValue  inConsumptionStatusValue,
Common.Rom.NSkill  inSkill,
string  inUserName = null 
)
static

◆ Prepare() [1/2]

abstract void Yukar.Engine.BattleSequenceManagerBase.Prepare ( )
pure virtual

◆ Prepare() [2/2]

abstract void Yukar.Engine.BattleSequenceManagerBase.Prepare ( Guid  bgGuid)
pure virtual

◆ RegisterTestEffect()

abstract void Yukar.Engine.BattleSequenceManagerBase.RegisterTestEffect ( string  name,
NSprite  effect,
Catalog  catalog 
)
pure virtual

◆ Release()

abstract void Yukar.Engine.BattleSequenceManagerBase.Release ( )
pure virtual

◆ ReleaseImageData()

abstract void Yukar.Engine.BattleSequenceManagerBase.ReleaseImageData ( )
pure virtual

◆ ReloadUI()

abstract void Yukar.Engine.BattleSequenceManagerBase.ReloadUI ( Common.Rom.LayoutProperties.LayoutNode.UsageInGame  usage)
pure virtual

◆ SetupVrCameraData()

virtual void Yukar.Engine.BattleSequenceManagerBase.SetupVrCameraData ( bool  bUpdateInfo)
virtual

将来の VR 実装用 現在は使いません

戻り値

◆ Update()

abstract void Yukar.Engine.BattleSequenceManagerBase.Update ( )
pure virtual

メンバ詳解

◆ battleFieldCenter

Vector3 Yukar.Engine.BattleSequenceManagerBase.battleFieldCenter = BattleCharacterPosition.DEFAULT_BATTLE_FIELD_CENTER
static

◆ BattleResultEscapeEvents

BattleStartEventHandler Yukar.Engine.BattleSequenceManagerBase.BattleResultEscapeEvents

◆ BattleResultLoseGameOverEvents

BattleStartEventHandler Yukar.Engine.BattleSequenceManagerBase.BattleResultLoseGameOverEvents

◆ BattleResultWinEvents

BattleStartEventHandler Yukar.Engine.BattleSequenceManagerBase.BattleResultWinEvents

◆ battleSpeed

float Yukar.Engine.BattleSequenceManagerBase.battleSpeed = 1.0f

◆ BattleStartEvents

BattleStartEventHandler Yukar.Engine.BattleSequenceManagerBase.BattleStartEvents

◆ rewards

BattleRewards Yukar.Engine.BattleSequenceManagerBase.rewards = new BattleRewards()

◆ version

byte [] Yukar.Engine.BattleSequenceManagerBase.version = new byte[] { 255, 255, 255, 255 }
static

プロパティ詳解

◆ BattleEvents

virtual BattleEventControllerBase Yukar.Engine.BattleSequenceManagerBase.BattleEvents
get

◆ create

Func<GameMain, Catalog, BattleSequenceManagerBase> Yukar.Engine.BattleSequenceManagerBase.create = (owner, catalog) => null
staticset

◆ EnemyViewDataList

abstract List<BattleEnemyData> Yukar.Engine.BattleSequenceManagerBase.EnemyViewDataList
get

◆ IsDrawingBattleScene

abstract bool Yukar.Engine.BattleSequenceManagerBase.IsDrawingBattleScene
getset

◆ IsPlayingBattleEffect

abstract bool Yukar.Engine.BattleSequenceManagerBase.IsPlayingBattleEffect
getset

◆ PlayerViewDataList

abstract List<BattlePlayerData> Yukar.Engine.BattleSequenceManagerBase.PlayerViewDataList
get