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@todorok1
Created March 26, 2025 07:12
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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
/// <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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