質問編集履歴
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コード 情報の追加、参考のSSの追加
test
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File without changes
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test
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@@ -15,3 +15,315 @@
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Can't remove SpriteRenderer because PlaceData (Script), PlaceData (Script), PlaceData (Script), PlaceData (Script), PlaceData (Script) depends on it
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![イメージ説明](9c52446c72a7079aee89e8f5985904cb.png)
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```ここに言語を入力
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlaceData : MonoBehaviour
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{
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public string Name = "Name";
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public int Durable = 1000;// 耐久値
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//
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public int Security = 10;
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// ビジュアルマップ
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public int[] MapSizeXY = new int[] { 10, 10};
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public GameObject[][] VmapCharaDate;
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public GameObject[][] MapFloorDate;
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public GameObject VmapObj;
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public bool ShowMap = false;
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public int AllList_ID;
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public int PiaceID;
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public int DeepNum = 3;
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public int PiaceNum = 5;
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public int SetNeedDeep = 1;
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public bool Master = false;
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public bool Building = false;
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public bool BuildingNeed = false;
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public bool BuildingCant = false;
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public bool Artificial = false;
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public bool ArtificialNeed = false;
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public bool ArtificialCant = false;
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// インスタンス
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public PlaceData ParentPD;
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public GameObject[] PiaceList;
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public GameObject[][] PiaceMap;
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public GameObject placeSelectButton;
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public int MaxStayChara = 5;
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public GameObject[] StayCharaList;
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// 落ちているアイテム
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public GameObject[] ItemList;
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// 基底から移植
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VisualMapDirector VMD;
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public void GetVisualMapDiretor()
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{
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GameObject go = GameObject.Find("Director");
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VMD = go.GetComponent<VisualMapDirector>();
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}
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public static GameObject[][] Return_Jagge_GameObj(int[] Size)
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{
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GameObject[][] Array = new GameObject[Size[0]][];
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for (int i = 0; i < Array.Length; i++)
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{
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Array[i] = new GameObject[Size[1]];
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}
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return Array;
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}
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// スタート**********************************************************************
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void Start()
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{
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// ビジュアルマップ データ
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GetVisualMapDiretor();
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VmapCharaDate = Return_Jagge_GameObj(MapSizeXY);
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MapFloorDate = Return_Jagge_GameObj(MapSizeXY);
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// キャラリストの準備
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StayCharaList = new GameObject[D.AllMapCharaList.Length];
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}
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// クラス関数**********************************************************************
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public int CountStayChara()// マップのキャラクターの数を返す。
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{
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int Count = 0;
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for (int i = 0; i < StayCharaList.Length; i++)
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{
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if (StayCharaList[i] != null)
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{
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Count++;
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}
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}
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Debug.Log("マップに滞在中のキャラクター数_" + Count);
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return Count;
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}
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public int DeepOfMax(GameObject[] List)
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{
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int Deep = 0;
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for (; Deep < List.Length; Deep++)
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{
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if (List[Deep] == null)
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{
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break;
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}
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}
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return Deep;
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}
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public int DeepOfMax()
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{
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int Deep = 0;
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for (; Deep < PiaceList.Length; Deep++)
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{
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if (PiaceList[Deep] == null)
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{
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break;
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}
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}
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Deep--;
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Debug.Log(Name + "DeepOfMax_ReTurn" + Deep);
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return Deep;
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}
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public bool CharaListSerch()
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{
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for (int i = 0; i < StayCharaList.Length; i++)
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{
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if (StayCharaList[i] != null)
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{
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if (!StayCharaList[i].GetComponent<ADVCharaState>().Hiden)
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{
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return true;
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}
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}
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}
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return false;
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}
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public bool PlaceExistenceCheck()
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{
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for (int i = 0; i < PiaceList.Length; i++)
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{
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if (PiaceList[i] != null)
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{
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return true;
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}
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}
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return false;
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}
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}
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```
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