void Scene_Battle::CreateEnemyAction(Game_Enemy* enemy, const RPG::EnemyAction* action) { switch (action->kind) { case RPG::EnemyAction::Kind_basic: CreateEnemyActionBasic(enemy, action); break; case RPG::EnemyAction::Kind_skill: CreateEnemyActionSkill(enemy, action); break; case RPG::EnemyAction::Kind_transformation: enemy->SetBattleAlgorithm(EASYRPG_MAKE_SHARED<Game_BattleAlgorithm::Transform>(enemy, action->enemy_id)); ActionSelectedCallback(enemy); } }
void Scene_Battle::CreateEnemyAction(Game_Enemy* enemy, const RPG::EnemyAction* action) { switch (action->kind) { case RPG::EnemyAction::Kind_basic: CreateEnemyActionBasic(enemy, action); break; case RPG::EnemyAction::Kind_skill: CreateEnemyActionSkill(enemy, action); break; case RPG::EnemyAction::Kind_transformation: enemy->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Transform>(enemy, action->enemy_id)); if (action->switch_on) { enemy->GetBattleAlgorithm()->SetSwitchEnable(action->switch_on_id); } if (action->switch_off) { enemy->GetBattleAlgorithm()->SetSwitchEnable(action->switch_off_id); } ActionSelectedCallback(enemy); } }