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シンプルRPGチュートリアル第53回 行動処理の全体を管理するクラス
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| /// <summary> | |
| /// キャラクターの戦闘用パラメータを取得します。 | |
| /// </summary> | |
| /// <param name="charcterId">キャラクターのID</param> | |
| /// <param name="isFriend">味方かどうか</param> | |
| public BattleParameter GetCharacterParameter(int charcterId, bool isFriend) | |
| { | |
| BattleParameter battleParameter = new(); | |
| if (isFriend) | |
| { | |
| battleParameter = CharacterStatusManager.GetCharacterBattleParameterById(charcterId); | |
| } | |
| else | |
| { | |
| var enemyStatus = _enemyStatusManager.GetEnemyStatusByBattleId(charcterId); | |
| var enemyData = enemyStatus.enemyData; | |
| battleParameter.strength = enemyData.strength; | |
| battleParameter.guard = enemyData.guard; | |
| battleParameter.speed = enemyData.speed; | |
| } | |
| return battleParameter; | |
| } | |
| /// <summary> | |
| /// キャラクターの名前を取得します。 | |
| /// </summary> | |
| /// <param name="charcterId">キャラクターのID</param> | |
| /// <param name="isFriend">味方かどうか</param> | |
| public string GetCharacterName(int charcterId, bool isFriend) | |
| { | |
| string name; | |
| if (isFriend) | |
| { | |
| var characterData = CharacterDataManager.GetCharacterData(charcterId); | |
| name = characterData.characterName; | |
| } | |
| else | |
| { | |
| var enemyStatus = _enemyStatusManager.GetEnemyStatusByBattleId(charcterId); | |
| name = enemyStatus.enemyData.enemyName; | |
| } | |
| return name; | |
| } |
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