public void Set(BoardGame.Player player) { if (null == player) { Log.Error("not found player"); return; } _player = player; switch (_player.Owner) { case BoardGame.Cell.EOwner.User: Text.gameObject.SetActive(true); _button.interactable = true; break; case BoardGame.Cell.EOwner.AI: Text.gameObject.SetActive(false); _button.interactable = false; break; default: Log.Error("invalid player"); break; } }
public void Set(BoardGame.Player player) { _player = player; int numCard = _cardArray.Length; for (int i = 0; i < numCard; ++i) { _cardArray[i].Set(player); _cardArray[i].Hide(); } }
public void Set(BoardGame.Player player) { if (null != PlayerCardListPanel) { PlayerCardListPanel.Set(player); } else { Log.Error("not found player card list panel"); } if (null != DrawCardPanel) { DrawCardPanel.Set(player); } else { Log.Error("not found draw card panel"); } }
public void Set(BoardGame.Player player) { if (null == player) { Log.Error("not found player"); return; } _player = player; BoardGamePlayer p = Manager.Instance.DT.BoardGamePlayer[_player.Id]; setImage(p.idle); if (BoardGame.Cell.EOwner.User == _player.Owner) { RectTransform rect = GetComponent <RectTransform>(); rect.rotation = new Quaternion(0.0f, 180.0f, 0.0f, 0.0f); } }
public void Set(BoardGame.EValuationBasis valuationBasis, BoardGame.Player player) { if (null == player) { Log.Error("not found player"); return; } setNameText(player.Name); switch (valuationBasis) { case BoardGame.EValuationBasis.Tricker: setTrickerStats(player); break; case BoardGame.EValuationBasis.Politician: setPolticianStats(player); break; default: break; } }
public void Set(BoardGame.Player player) { _player = player; Hide(); }
private void setPolticianStats(BoardGame.Player player) { _statPanelArray[0].Set(EStat.GRACE, player.Grace); _statPanelArray[1].Set(EStat.MORALITY, player.Morality); _statPanelArray[2].Set(EStat.GOODNESS, player.Goodness); }
private void setTrickerStats(BoardGame.Player player) { _statPanelArray[0].Set(EStat.INTELLECT, player.Intellect); _statPanelArray[1].Set(EStat.TACTIC, player.Tactic); _statPanelArray[2].Set(EStat.LEADERSHIP, player.Leadership); }