protected void Hand_Stack_All(Hand_State state) { foreach (Judge judge in player.hand) { judge.Stack(state.Clone(judge)); } }
public Player_Status(Hand_State init_state) { enhanceCost = 2; morale = 0; hand[0] = new select_type(0, Force_Base, (Sprite)Resources.Load("Material/fire", typeof(Sprite)), init_state); hand[1] = new select_type(1, Force_Base, (Sprite)Resources.Load("Material/freeze", typeof(Sprite)), init_state); hand[2] = new select_type(2, Force_Base, (Sprite)Resources.Load("Material/rock", typeof(Sprite)), init_state); hand[3] = new select_type(3, Force_Base, (Sprite)Resources.Load("Material/thunder", typeof(Sprite)), init_state); hand[4] = new select_type(4, Force_Base, (Sprite)Resources.Load("Material/water", typeof(Sprite)), init_state); wait_sel.Add(hand[0]); wait_sel.Add(hand[1]); wait_sel.Add(hand[2]); }
public select_type(int ID, int baseforce, Sprite image, Hand_State init_state) { sel_state = new Non_Select(); this.ID = ID; this.Win = ID + 1; if (Win >= 5) { Win = 0; } this.Lose = ID - 1; if (Lose < 0) { Lose = 4; } this.baseforce = baseforce; this.information = image; force = 0; this.hand_state = init_state; Stack(this.hand_state.Clone(this)); }
public void Stack(Hand_State state) { state.receive(Win, Lose); this.state.Push(state); }