Example #1
0
    private void Awake( )
    {
        //先行後攻を判別して入れ替えられる。
        if (_order == ATTACK_FIRST_OR_SECOND.FIRST)
        {
            _turnPlayer  = _player1;
            _enemyPlayer = _player2;
        }
        else
        {
            _turnPlayer  = _player2;
            _enemyPlayer = _player1;
            _uIActiveManager.ButtonActiveChanger(false, UIActiveManager.BUTTON.TURN_END_COLOR);
        }

        _phase = new PreparePhase(_turnPlayer, _enemyPlayer, _mainSceneOperation, _uIActiveManager);
    }
Example #2
0
    //-----------------------------------------------------------------------------


    //ボタン操作処理------------------------------------------------------------
    void CardDetailsStatus( )
    {
        //戻るボタンを押したら
        if (_mainSceneOperation.BackButtonClicked( ))
        {
            _uiActiveManager.AllButtonActiveChanger(false);
            _card.DeleteCardDetail( );
            GetDataReset( );
            _mainPhaseStatus = MAIN_PHASE_STATUS.IDLE;
            return;
        }

        //移動ボタンを押したら
        if (_mainSceneOperation.MoveButtonClicked( ))
        {
            _uiActiveManager.ButtonActiveChanger(false, UIActiveManager.BUTTON.MOVE,
                                                 UIActiveManager.BUTTON.DIRECT_ATTACK,
                                                 UIActiveManager.BUTTON.EFFECT);

            _card.DeleteCardDetail( );
            _mainPhaseStatus = MAIN_PHASE_STATUS.CARD_MOVE;
            return;
        }

        //攻撃ボタンを押したら
        if (_mainSceneOperation.AttackButtonClicked( ))
        {
            _uiActiveManager.AllButtonActiveChanger(false);
            _mainPhaseStatus = MAIN_PHASE_STATUS.DIRECT_ATTACK;
            _card.DeleteCardDetail( );
            return;
        }

        //効果ボタンを押したら
        if (_mainSceneOperation.EffectButtonClicked( ))
        {
            _uiActiveManager.ButtonActiveChanger(false, UIActiveManager.BUTTON.MOVE,
                                                 UIActiveManager.BUTTON.DIRECT_ATTACK,
                                                 UIActiveManager.BUTTON.EFFECT);

            //効果の種類によって処理を変える
            switch (_card.Card_Data._effect_type)
            {
            case CardData.EFFECT_TYPE.ATTACK:
                _uiActiveManager.ButtonActiveChanger(true, UIActiveManager.BUTTON.EFFECT_YES);
                _mainPhaseStatus = MAIN_PHASE_STATUS.EFFECT_ATTACK;
                break;

            case CardData.EFFECT_TYPE.MOVE:
                _mainPhaseStatus = MAIN_PHASE_STATUS.EFFECT_MOVE;
                break;

            case CardData.EFFECT_TYPE.RECOVERY:
                _uiActiveManager.ButtonActiveChanger(true, UIActiveManager.BUTTON.EFFECT_YES);
                _mainPhaseStatus = MAIN_PHASE_STATUS.EEFECT_RECOVERY;
                break;

            default:
                Debug.Log("想定していない効果がステータスに来ています");
                break;
            }

            _card.DeleteCardDetail( );
            return;
        }
    }