#==============================================================================
# ■ Scene_chuzhan
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_chuzhan
#--------------------------------------------------------------------------
# ● 初始化对像
# chuzhan_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(chuzhan_index = 0,zhenwei_index = 0)
@chuzhan_index = chuzhan_index
@zhenwei_index = zhenwei_index
@wait_time = 0
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成地图背景
@chezhan_TransparentBackground = Spriteset_Map.new
# 生成出战菜单选项
@chezhan_IndexCommand = Window_chuzhanCommand.new
@chezhan_IndexCommand.index = @chuzhan_index
# 生成阵位列表
@zhenwei_IndexCommand = Window_zhenweiCommand.new
@zhenwei_IndexCommand.index = @zhenwei_index
# 冻结
Graphics.transition
# 不切换场景就一直循环
update while $scene == self
# 渐变
Graphics.freeze
@chezhan_IndexCommand.dispose
@zhenwei_IndexCommand.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
Graphics.update
Input.update
@wait_time -= 1
# if @chezhan_IndexCommand.active == true
@chezhan_IndexCommand.update
# end
update_chezhan_IndexCommand
# if @chezhan_IndexCommand.active == false
# @zhenwei_IndexCommand.update
# update_zhenwei_IndexCommand
# end
# return zhenweiUpdate_IndexCommand if@chezhan_IndexCommand.active
# return zhenweiUpdate_IndexCommand if @zhenwei_IndexCommand.active =nil
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_chezhan_IndexCommand
# @chezhan_IndexCommand.update
# 按下 B 键的情况下
if Input.trigger?(Input::B)
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @chezhan_IndexCommand.index
when 0 # 队组1出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
# $game_switches[队伍1] = true #/ false
$game_switches[20] = true
$game_switches[21] = false
$game_switches[22] = false
$game_switches[23] = false
$game_switches[24] = false
@chezhan_IndexCommand.active = false
@zhenwei_IndexCommand.active = true
@zhenwei_IndexCommand.update
update_zhenwei_IndexCommand
# $scene = Scene_chuzhan.new(5)
when 1 # 队组2出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
$game_switches[20] = false
$game_switches[21] = true
$game_switches[22] = false
$game_switches[23] = false
$game_switches[24] = false
@chezhan_IndexCommand.active = false
@zhenwei_IndexCommand.active = true
# $scene = Scene_chuzhan.new
when 2 # 队组3出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
$game_switches[20] = false
$game_switches[21] = false
$game_switches[22] = true
$game_switches[23] = false
$game_switches[24] = false
@chezhan_IndexCommand.active = false
@zhenwei_IndexCommand.active = true
when 3 # 队组4出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$game_switches[20] = false
$game_switches[21] = false
$game_switches[22] = false
$game_switches[23] = true
$game_switches[24] = false
@chezhan_IndexCommand.active = false
@zhenwei_IndexCommand.active = true
when 4 # 队组5出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$game_switches[20] = false
$game_switches[21] = false
$game_switches[22] = false
$game_switches[23] = false
$game_switches[24] = true
@chezhan_IndexCommand.active = false
@zhenwei_IndexCommand.active = true
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_zhenwei_IndexCommand
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @zhenwei_IndexCommand.index
when 0 # 队组1出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
# $出战1=[]
if $game_switches[20] == true
$出战1=[9.13]
p $出战1
end
if $game_switches[21] == true
$出战2=[9.113]
p $出战2
end
# $scene = Scene_chuzhan.new(1)
when 1 # 队组2出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
$出战2=[]
$scene = Scene_chuzhan.new(2)
when 2 # 队组3出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
$出战3=[]
$scene = Scene_chuzhan.new(3)
when 3 # 队组4出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$出战4=[]
# 激活状态窗口
$scene = Scene_chuzhan.new(4)
when 4 # 队组5出生点
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
$出战5=[]
# 队组4出生点
$scene = Scene_chuzhan.new(5)
when 5
$game_system.se_play($data_system.decision_se)
$出战=[]
$scene = Scene_chuzhan.new(6)
when 6
$game_system.se_play($data_system.decision_se)
$出战=[]
$scene = Scene_chuzhan.new(7)
when 7
$game_system.se_play($data_system.decision_se)
$出战=[]
$scene = Scene_chuzhan.new(8)
when 8
$game_system.se_play($data_system.decision_se)
$出战=[]
$scene = Scene_chuzhan.new(9)
when 9
$game_system.se_play($data_system.decision_se)
$出战=[]
$scene = Scene_chuzhan.new(0)
end
return
end
end
end