Quick Start
Start with a tiny working version
In turn-based and semi-real-time combat, players usually make decisions from sequence readability more than from raw stats. They want to know who acts next, whether delaying an enemy matters, and how a chosen skill changes the near future.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float turnIndex = 1f;
[SerializeField] private float queueLength = 2f;
[SerializeField] private float actionCost = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "順番を並べる" : step == 1 ? "行動を予約" : "次の番を進める";
if (statusText != null)
{
statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
if (statusText != null)
{
statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
}
Debug.Log($"ターン順と行動キュー: {label}");Complete script
using UnityEngine;
using TMPro;
public class TurnQueueTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float turnIndex = 1f;
[SerializeField] private float queueLength = 2f;
[SerializeField] private float actionCost = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "順番を並べる" : step == 1 ? "行動を予約" : "次の番を進める";
if (statusText != null)
{
statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
}
Debug.Log($"ターン順と行動キュー: {label}");
}
}Inspector
Summary
What to take away
A practical guide to initiative timelines, interrupts, previews, and queue changes that make turn-based battle order easier to read and trust.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
