using System.Wathcer;
using System.WatcherEngine;
public class MijinoKurage : SSS
{
//status
public float speed = 100.0f;
public float power = 0.0f;
public float defence = 0.0f;
shadow = ture;
public gaze;
public void shadow()
{
substance = none;
}
public enum WORLD
{
MINE,
TOP,
WAR,
HELL,
CREATURE,
NONE,
};
public WORLD world = WORLD.WAR;
public enum ACT
{
SMILE,
WATCH,
ESCAPE,
APPEARANCE,
};
public ACT act = ACT.SMILE;
public enum AREA_4
{
VILLAGE,
PATH,
RAKE,
MOUNTAIN,
FOREST,
CITY,
CAVE,
BATTLEFIELD,
GRAVEYARD,
RESERACHER,
UNDER_WORLD,
SEA,
SKY,
RIVER,
PLAIN_OF_OGRES,
FOREST_OF_THE_WITCH,
MEJIL_VALBA_4,
}
public AREA_4 area;
public void watch()
{
watch = area;
}
private void area_control()
{
switch (area)
{
case AREA_4.VILLAGE:
{
gaze = house;
gaze = path_of_village;
gaze = square;
}
break;
case AREA_4.PATH
{
gaze = path;
}
break;
case AREA_4.RAKE
{
gaze = surface;
gaze = water;
}
break;
case AREA_4.MOUNTAIN
{
gaze = top;
gaze = around;
}
break;
case AREA_4.FOREST
{
gaze = wood;
gaze = ground;
gaze = blanch;
}
break;
case AREA_4.CITY
{
gaze = building;
gaze = path;
gaze = square;
gaze = house;
gaze = under;
}
break;
case AREA_4.CAVE
{
gaze = entrance;
gaze = inside;
}
break;
case AREA_4.BATTLEFIELD
{
gaze = battlefield;
}
break;
case AREA_4.GRAVEYARD
{
gaze = graveyard;
}
break;
case AREA_4.RESERACHER
{
gaze = entrance;
gaze = lab;
}
break;
case AREA_4.UNDER_WORLD
{
gaze = under_world;
}
break;
case AREA_4.SEA
{
gaze = surface;
gaze = water;
gaze = deep;
gaze = bottom;
}
break;
case AREA_4.SKY
{
gaze = high;
gaze = middle;
gaze = low;
}
break;
case AREA_4.RIVER
{
gaze = surface;
gaze = water;
}
break;
case AREA_4.PLAIN_OF_OGRES
{
gaze = plain_of_ogres;
}
break;
case AREA_4.FOREST_OF_THE_WITCH
{
gaze = around;
}
break;
case AREA_4.MEJIL_VALBA_4
{
gaze = entrance;
gaze = inside;
}
break;
}
}
}
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