Exemple #1
0
 void Awake()
 {
     inst = this;
     mm   = MapManager.GetInst();
     pm   = PlayerManager.GetInst();
     gm   = GUIManager.GetInst();
     fm   = FIleManager.Getinst();
     bm   = BattleCardManager.GetInst();
 }
Exemple #2
0
 public void AddCost()
 {
     cur_cost_max++;
     enemy_cost_max++;
     if (cur_cost_max >= MapSizeX)
     {
         cur_cost_max = MapSizeX;
     }
     cur_cost_num   = cur_cost_max;
     enemy_cost_num = enemy_cost_max;
     SetCost();
     BattleCardManager.GetInst().RandomDrawCard();
     DrawTurn();
 }
Exemple #3
0
 void Awake()
 {
     inst     = this;
     Initpos3 = Initpos2;
     SetCardSize();
     inst.cards[0] = ((GameObject)Resources.Load("Prefabs/card/cardbase"));
     inst.cards[1] = ((GameObject)Resources.Load("Prefabs/card/summon2"));
     inst.cards[2] = ((GameObject)Resources.Load("Prefabs/card/fire"));
     inst.cards[3] = ((GameObject)Resources.Load("Prefabs/card/water"));
     inst.cards[4] = ((GameObject)Resources.Load("Prefabs/card/wall"));
     inst.cards[5] = ((GameObject)Resources.Load("Prefabs/card/wind"));
     inst.cards[6] = ((GameObject)Resources.Load("Prefabs/card/fireball"));
     inst.cards[7] = ((GameObject)Resources.Load("Prefabs/card/heal"));
     inst.cards[8] = ((GameObject)Resources.Load("Prefabs/card/waterfall"));
     inst.cards[9] = ((GameObject)Resources.Load("Prefabs/card/shield"));
     // inst.cards[4] = ((GameObject)Resources.Load("Prefabs/card/wind"));
 }
Exemple #4
0
 // Update is called once per frame
 void Update()
 {
     if (InGame == true && PlayerManager.GetInst().Players[PlayerManager.GetInst().CurTurnIdx].act != ACT.STUN)
     {
         if (BattleCardManager.GetInst().cardUse[Buttonnum].On_active == false)
         {
             On_active = false;
         }
         else
         {
             On_active = true;
         }
         if (On_active == false)
         {
             GetComponent <SpriteRenderer>().sprite = sp_image2;
         }
         else
         {
             GetComponent <SpriteRenderer>().sprite = sp_image;
         }
     }
 }