263 lines
6.9 KiB
JavaScript
263 lines
6.9 KiB
JavaScript
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var HpRecoveryMode = {
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ANIME: 0,
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WINDOW: 1
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};
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var HpRecoveryEventCommand = defineObject(BaseEventCommand,
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{
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_targetUnit: null,
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_recoveryValue: 0,
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_recoveryWindow: null,
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_dynamicAnime: null,
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enterEventCommandCycle: function() {
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this._prepareEventCommandMemberData();
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if (!this._checkEventCommand()) {
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return EnterResult.NOTENTER;
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}
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return this._completeEventCommandMemberData();
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},
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moveEventCommandCycle: function() {
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var mode = this.getCycleMode();
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var result = MoveResult.CONTINUE;
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if (mode === HpRecoveryMode.ANIME) {
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result = this._moveAnime();
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}
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else if (mode === HpRecoveryMode.WINDOW) {
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result = this._moveWindow();
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}
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return result;
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},
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drawEventCommandCycle: function() {
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var mode = this.getCycleMode();
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if (mode === HpRecoveryMode.ANIME) {
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this._drawAnime();
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}
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else if (mode === HpRecoveryMode.WINDOW) {
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this._drawWindow();
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}
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},
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mainEventCommand: function() {
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var unit = this._targetUnit;
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var hp = unit.getHp();
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var maxMhp = ParamBonus.getMhp(unit);
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hp += this._recoveryValue;
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if (hp > maxMhp) {
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hp = maxMhp;
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}
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unit.setHp(hp);
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},
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_prepareEventCommandMemberData: function() {
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this._targetUnit = root.getEventCommandObject().getTargetUnit();
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if (this._targetUnit !== null) {
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this._recoveryValue = this._getRecoveyValue();
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}
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this._recoveryWindow = createWindowObject(RecoveryWindow, this);
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this._dynamicAnime = createObject(DynamicAnime);
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},
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_checkEventCommand: function() {
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if (this._targetUnit === null || this._targetUnit.getAliveState() !== AliveType.ALIVE) {
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return false;
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}
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return this.isEventCommandContinue();
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},
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_completeEventCommandMemberData: function() {
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this._recoveryWindow.setRecoveryUnit(this._targetUnit);
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this._startHpRecoveryAnime();
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this.changeCycleMode(HpRecoveryMode.ANIME);
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return EnterResult.OK;
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},
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_moveAnime: function() {
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var isNextMode = false;
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if (this._dynamicAnime.moveDynamicAnime() !== MoveResult.CONTINUE) {
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isNextMode = true;
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}
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if (this._isAsyncAnime()) {
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// 現在のフレームインデックスがフレーム数の半分を超えた場合
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if (this._dynamicAnime.getFrameIndex() > (this._dynamicAnime.getFrameCount() / 2)) {
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isNextMode = true;
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}
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}
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if (isNextMode) {
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this._recoveryWindow.startRecovery(this._recoveryValue);
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this.changeCycleMode(HpRecoveryMode.WINDOW);
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}
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return MoveResult.CONTINUE;
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},
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_moveWindow: function() {
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if (this._isAsyncAnime()) {
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this._dynamicAnime.moveDynamicAnime();
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}
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if (this._recoveryWindow.moveWindow() !== MoveResult.CONTINUE) {
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this.mainEventCommand();
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return MoveResult.END;
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}
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return MoveResult.CONTINUE;
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},
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_drawAnime: function() {
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this._dynamicAnime.drawDynamicAnime();
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},
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_drawWindow: function() {
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var width = this._recoveryWindow.getWindowWidth();
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var height = this._recoveryWindow.getWindowHeight();
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var x = LayoutControl.getUnitBaseX(this._targetUnit, width);
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var y = LayoutControl.getUnitBaseY(this._targetUnit, height);
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if (this._isAsyncAnime()) {
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this._dynamicAnime.drawDynamicAnime();
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}
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this._recoveryWindow.drawWindow(x, y);
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},
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_isAsyncAnime: function() {
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// HPの回復イベントは、経験値目的で頻繁に生じることがある。
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// たとえば、敵に「地形効果」の自然回復を利用させて何度も攻撃したり、
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// 意図的に敵の攻撃を受けて何度もアイテムで回復させたりするなど。
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// こうした行為を行っている場合は、HP回復もスムーズに完了するのが望ましいため、
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// このメソッドでtrueを返した場合は、回復アニメの再生が完了しない状態でも回復ウインドウを表示するようにしている。
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// これにより、アニメの再生が完了するまで待たされるということはなくなる。
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return false;
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},
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_getRecoveyValue: function() {
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var eventCommandData = root.getEventCommandObject();
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var value = eventCommandData.getRecoveryValue();
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var type = eventCommandData.getRecoveryType();
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return Calculator.calculateRecoveryValue(this._targetUnit, value, type, 0);
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},
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_startHpRecoveryAnime: function() {
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var x = LayoutControl.getPixelX(this._targetUnit.getMapX());
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var y = LayoutControl.getPixelY(this._targetUnit.getMapY());
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var anime = root.getEventCommandObject().getRecoveryAnime();
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var pos = LayoutControl.getMapAnimationPos(x, y, anime);
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this._dynamicAnime.startDynamicAnime(anime, pos.x, pos.y);
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}
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}
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);
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var RecoveryWindowMode = {
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GAUGE: 0,
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WAIT: 1
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};
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var RecoveryWindow = defineObject(BaseWindow,
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{
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_unit: null,
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_counter: null,
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_gaugeBar: null,
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setRecoveryUnit: function(unit) {
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this._unit = unit;
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this._gaugeBar = createObject(GaugeBar);
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this._gaugeBar.setGaugeInfo(unit.getHp(), ParamBonus.getMhp(unit), 1);
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this._counter = createObject(CycleCounter);
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this._counter.setCounterInfo(30);
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this.changeCycleMode(RecoveryWindowMode.GAUGE);
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},
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startRecovery: function(value) {
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this._playGaugeChangeSound();
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this._gaugeBar.startMove(value);
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},
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moveWindowContent: function() {
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var mode = this.getCycleMode();
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var result = MoveResult.CONTINUE;
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if (mode === RecoveryWindowMode.GAUGE) {
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result = this._moveGauge();
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}
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else if (mode === RecoveryWindowMode.WAIT) {
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result = this._moveWait();
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}
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return result;
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},
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drawWindowContent: function(xBase, yBase) {
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var unit = this._unit;
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var picGauge = root.queryUI('unit_gauge');
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var textui = this.getWindowTextUI();
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var color = textui.getColor();
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var font = textui.getFont();
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var length = this._getTextLength();
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UnitRenderer.drawDefaultUnit(unit, xBase + 5, yBase + 25, null);
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TextRenderer.drawText(xBase + 70, yBase + 10, unit.getName(), length, color, font);
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this._drawHpArea(xBase + 70, yBase + 30);
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this._gaugeBar.drawGaugeBar(xBase + 70, yBase + 50, picGauge);
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},
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getWindowWidth: function() {
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return 240;
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},
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getWindowHeight: function() {
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return 100;
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},
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_moveGauge: function() {
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if (this._gaugeBar.moveGaugeBar() !== MoveResult.CONTINUE) {
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this._counter.setCounterInfo(30);
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this.changeCycleMode(RecoveryWindowMode.WAIT);
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}
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return MoveResult.CONTINUE;
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},
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_moveWait: function() {
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if (this._counter.moveCycleCounter() !== MoveResult.CONTINUE) {
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return MoveResult.END;
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}
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return MoveResult.CONTINUE;
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},
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_drawHpArea: function(x, y) {
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var balancer = this._gaugeBar.getBalancer();
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ContentRenderer.drawHp(x, y, balancer.getCurrentValue(), balancer.getMaxValue());
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},
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_getTextLength: function() {
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return this.getWindowWidth() - 70;
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},
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_playGaugeChangeSound: function() {
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MediaControl.soundDirect('gaugechange');
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}
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}
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);
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