private void Awake()
        {
            //Modulok beállítása
            this.modules = Module_Controller.CreateModuleController(this, factory, client);

            //Interakciók beállítása
            this.interactions = new Interactions(this, modules);

            //Játékfázisok beállítása
            this.orderChangeState     = new OrderChangeState(modules, this, interactions);
            this.preparationState     = new PreparationState(modules, this, interactions);
            this.starterDrawState     = new StarterDrawState(modules, this, interactions);
            this.settingRoleState     = new SettingRoleState(modules, this, interactions);
            this.selectFightTypeState = new SelectFightTypeState(modules, this, interactions);
            this.summonState          = new SummonState(modules, this, interactions);
            this.revealCardsState     = new RevealCardsState(modules, this, interactions);
            this.quickSkillState      = new QuickSkillState(modules, this, interactions);
            this.mainSkillState       = new MainSkillState(modules, this, interactions);
            this.compareState         = new CompareState(modules, this, interactions);
            this.lateSkillState       = new LateSkillState(modules, this, interactions);
            this.cardPutAwayState     = new CardPutAwayState(modules, this, interactions);
            this.blindMatchState      = new BlindMatchState(modules, this, interactions);
            this.resultState          = new ResultState(modules, this, interactions);

            //Játékfázisok és státuszok alapértékezése
            this.currentPhase           = MainGameStates.SetupGame;
            this.currentStat            = CardStatType.NotDecided;
            this.currentAction          = SkillEffectAction.None;
            this.currentSelectionType   = CardListTarget.None;
            this.currentKey             = -1;
            this.currentActiveCard      = -1;
            this.lastWinnerKey          = -1;
            this.phaseChange            = true;
            this.firstRound             = true;
            this.displayedMessageStatus = false;
            this.blindMatch             = false;
            this.actionFinished         = true;
            this.turnFinished           = true;
            this.skillFinished          = true;
            this.changedOrder           = false;
            this.lateSkillKeys          = new List <int>();
            this.instantWin             = false;
            this.negatedSkills          = false;

            rng = new System.Random();
        }
 public OrderChangeState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
 public CardPutAwayState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
 public GameState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
Ejemplo n.º 5
0
 public SelectFightTypeState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }