Ejemplo n.º 1
0
 public void SetInfo(BallSetting ballSetting)
 {
     image.color = ballSetting.Color;
     text.text   = ballSetting.Value.ToString();
     score       = ballSetting.Value;
 }
Ejemplo n.º 2
0
    public void UpdateArc(BallSetting setting, CardHandler.HandValue cardValue)
    {
        switch (setting)
        {
        case BallSetting.Direction:
        {
            int arcRange = 140;
            switch (cardValue.m_type)
            {
            case CardHandler.HandType.Pair:
                arcRange = 110;
                break;

            case CardHandler.HandType.TwoPair:
                arcRange = 80;
                break;

            case CardHandler.HandType.ThreeOfAKind:
                arcRange = 50;
                break;

            case CardHandler.HandType.Straight:
                break;

            case CardHandler.HandType.Flush:
                arcRange = 25;
                break;

            case CardHandler.HandType.FullHouse:
                arcRange = 10;
                break;

            case CardHandler.HandType.FourOfAKind:
                arcRange = 2;
                break;

            case CardHandler.HandType.StraightFlush:
                break;

            case CardHandler.HandType.RoyalFlush:
                break;
            }

            float angle = -180;
            switch (cardValue.m_highCard)
            {
            case CardHandler.Value.Two:
                break;

            case CardHandler.Value.Three:
                angle = -150;
                break;

            case CardHandler.Value.Four:
                angle = -120;
                break;

            case CardHandler.Value.Five:
                angle = -90;
                break;

            case CardHandler.Value.Six:
                angle = -60;
                break;

            case CardHandler.Value.Seven:
                angle = -30;
                break;

            case CardHandler.Value.Eight:
                angle = 0;
                break;

            case CardHandler.Value.Nine:
                angle = 30;
                break;

            case CardHandler.Value.Ten:
                angle = 60;
                break;

            case CardHandler.Value.Jack:
                angle = 90;
                break;

            case CardHandler.Value.Queen:
                angle = 120;
                break;

            case CardHandler.Value.King:
                angle = 150;
                break;

            default:
                //TODO: Make this a free shoot with a worse range
                angle = 180;
                //arcRange = Mathf.FloorToInt( arcRange * 1.2f );
                break;
            }

//			    m_arc.SetFloat("_Arcrange", arcRange );

//			    _Radius("Radius", Range( 0 , 1)) = 0.25
//			    _Arcrange("Arc range", Range( 0 , 360)) = 360
//			    _Rotation("Rotation", Range( 0 , 360)) = 0
            break;
        }

        case BallSetting.Height:
        {
            // range is purely an adder on a floor
//			    int arcRange = 45;
//			    switch( cardValue.m_type )
//			    {
//				    case CardHandler.HandType.Pair:
//					    arcRange = 35;
//					    break;
//				    case CardHandler.HandType.TwoPair:
//					    arcRange = 25;
//					    break;
//				    case CardHandler.HandType.ThreeOfAKind:
//					    arcRange = 20;
//					    break;
//				    case CardHandler.HandType.Straight:
//					    break;
//				    case CardHandler.HandType.Flush:
//					    arcRange = 10;
//					    break;
//				    case CardHandler.HandType.FullHouse:
//					    arcRange = 5;
//					    break;
//				    case CardHandler.HandType.FourOfAKind:
//					    arcRange = 2;
//					    break;
//				    case CardHandler.HandType.StraightFlush:
//					    break;
//				    case CardHandler.HandType.RoyalFlush:
//					    break;
//			    }

            float angle = 0;
            switch (cardValue.m_highCard)
            {
            case CardHandler.Value.Two:
            case CardHandler.Value.Three:
            case CardHandler.Value.Four:
            case CardHandler.Value.Five:
                break;

            case CardHandler.Value.Six:
                angle = 5;
                break;

            case CardHandler.Value.Seven:
                angle = 10;
                break;

            case CardHandler.Value.Eight:
                angle = 15;
                break;

            case CardHandler.Value.Nine:
                angle = 20;
                break;

            case CardHandler.Value.Ten:
                angle = 25;
                break;

            case CardHandler.Value.Jack:
                angle = 30;
                break;

            case CardHandler.Value.Queen:
                angle = 35;
                break;

            case CardHandler.Value.King:
                angle = 40;
                break;

            default:
                //TODO: Make this a free shoot with a worse range
                angle = 45;
                //arcRange = Mathf.FloorToInt( arcRange * 1.2f );
                break;
            }

            break;
        }

        default:
        {
            float force = 50;
            switch (cardValue.m_highCard)
            {
            case CardHandler.Value.Two:
                break;

            case CardHandler.Value.Three:
                force = 60;
                break;

            case CardHandler.Value.Four:
                force = 70;
                break;

            case CardHandler.Value.Five:
                force = 80;
                break;

            case CardHandler.Value.Six:
                force = 90;
                break;

            case CardHandler.Value.Seven:
                force = 100;
                break;

            case CardHandler.Value.Eight:
                force = 110;
                break;

            case CardHandler.Value.Nine:
                force = 120;
                break;

            case CardHandler.Value.Ten:
                force = 130;
                break;

            case CardHandler.Value.Jack:
                force = 145;
                break;

            case CardHandler.Value.Queen:
                force = 160;
                break;

            case CardHandler.Value.King:
                force = 180;
                break;

            default:
                force = 200;
                break;
            }
            float multiplier = 1;
            switch (cardValue.m_type)
            {
            case CardHandler.HandType.Pair:
                multiplier = 1.3f;
                break;

            case CardHandler.HandType.TwoPair:
                multiplier = 1.5f;
                break;

            case CardHandler.HandType.ThreeOfAKind:
                multiplier = 1.8f;
                break;

            case CardHandler.HandType.Straight:
                break;

            case CardHandler.HandType.Flush:
                multiplier = 2.5f;
                break;

            case CardHandler.HandType.FullHouse:
                multiplier = 3.0f;
                break;

            case CardHandler.HandType.FourOfAKind:
                multiplier = 5.0f;
                break;

            case CardHandler.HandType.StraightFlush:
                break;

            case CardHandler.HandType.RoyalFlush:
                break;
            }

            break;
        }
        }
    }