回答編集履歴
1
PopulateWithInfoメソッドを追記
test
CHANGED
@@ -1,6 +1,8 @@
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追記です。
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-
Cardクラス
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CardクラスとPopulateWithInfoメソッドそれぞれを下記に記します。
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以下、カードクラス。
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```C#
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@@ -205,3 +207,161 @@
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```
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続いてPopulateWithInfoメソッド
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```C#
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public virtual void PopulateWithInfo(RuntimeCard card)
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{
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this.card = card;
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//ゲームの基本設定
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var gameConfig = GameManager.Instance.config;
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//カードのID一覧
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var libraryCard = gameConfig.GetCard(card.cardId);
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Assert.IsNotNull(libraryCard);
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//カードの名前
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nameText.text = libraryCard.name;
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attackStat = card.namedStats["Attack"];
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healthStat = card.namedStats["Life"];
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attackText.text = attackStat.effectiveValue.ToString();
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healthText.text = healthStat.effectiveValue.ToString();
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pictureSprite.sprite = Resources.Load<Sprite>(string.Format("Images/{0}", libraryCard.GetStringProperty("Picture")));
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var material = libraryCard.GetStringProperty("Material");
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if (!string.IsNullOrEmpty(material))
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{
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pictureSprite.material = Resources.Load<Material>(string.Format("Materials/{0}", material));
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}
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onAttackStatChangedDelegate = (oldValue, newValue) =>
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{
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UpdateStatText(attackText, attackStat);
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};
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attackStat.onValueChanged += onAttackStatChangedDelegate;
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onHealthStatChangedDelegate = (oldValue, newValue) =>
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{
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UpdateStatText(healthText, healthStat);
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};
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healthStat.onValueChanged += onHealthStatChangedDelegate;
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//キーワードについての挙動
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//属性追加時にいじるとこ(後日要編集)
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var subtypes = gameConfig.keywords.Find(x => x.name == "Subtypes");
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var impetus = subtypes.values.FindIndex(x => x.value == "Impetus");
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var provoke = subtypes.values.FindIndex(x => x.value == "Provoke");
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foreach (var keyword in libraryCard.keywords)
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{
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if (keyword.keywordId == subtypes.id)
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{
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if (keyword.valueId == impetus)
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{
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hasImpetus = true;
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}
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else if (keyword.valueId == provoke)
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{
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hasProvoke = true;
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}
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}
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}
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if (hasProvoke)
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{
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glowSprite.gameObject.SetActive(false);
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shadowSprite.gameObject.SetActive(false);
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shieldGlowSprite.gameObject.SetActive(true);
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shieldShadowSprite.gameObject.SetActive(true);
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shieldSprite.gameObject.SetActive(true);
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}
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SetHighlightingEnabled(false);
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if (hasImpetus)
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{
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StopSleepingParticles();
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if (ownerPlayer != null)
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{
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SetHighlightingEnabled(true);
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isPlayable = true;
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}
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}
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}
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```
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