private void Awake() { this.controller = GameObject.Find("BattleController").GetComponent <GameState_Controller>(); this.field = transform.parent.GetComponent <Player_UI>(); this.agentName = field.GetName(); this.currentState = AI_States.Idle; this.previousState = MainGameStates.SetupGame; this.updateNeeded = false; }
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(); }
private void CheckForTurn() { //Ha az aktív kulcs az övé és az aktuális fázisban még nem váltottunk, illetve engedélyezett az akció if (this.playerKey == controller.GetCurrentKey() && (controller.GetGameState() != previousState) && GameState_Controller.readyForAction) { //Fázis meghatározása switch (controller.GetGameState()) { case MainGameStates.SetStat: this.currentState = AI_States.ChooseStat; break; case MainGameStates.SummonCard: this.currentState = AI_States.SummonCard; break; case MainGameStates.NormalSkills: this.currentState = AI_States.DecideSkill; break; default: this.currentState = AI_States.Idle; break; } previousState = controller.GetGameState(); updateNeeded = true; } }
public void ChangePhase(MainGameStates nextPhase) { GameState_Controller.readyForAction = false; currentPhase = nextPhase; phaseChange = true; }