Beispiel #1
0
 protected void Hand_Stack_All(Hand_State state)
 {
     foreach (Judge judge in player.hand)
     {
         judge.Stack(state.Clone(judge));
     }
 }
Beispiel #2
0
 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]);
 }
Beispiel #3
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 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));
 }
Beispiel #4
0
 public void Stack(Hand_State state)
 {
     state.receive(Win, Lose);
     this.state.Push(state);
 }