Exemple #1
0
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);
	}
}
Exemple #2
0
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);
	}
}