public void CardTypeCheck() { count = deck.Count; //card123を初期化 CardNull(); //天皇を引く if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Tennou && RuleCreate.instance.cardType[count] == 1) { CardEffectCheck(); } //段付きを引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Dantuki && RuleCreate.instance.cardType[count] == 2) { CardEffectCheck(); } //武官を引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Bukan && RuleCreate.instance.cardType[count] == 3) { CardEffectCheck(); } //弓持ちを引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Yumimoti && RuleCreate.instance.cardType[count] == 4) { CardEffectCheck(); } //偉い姫を引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetOtherJob() == Card.OtherJob.GreatHime && RuleCreate.instance.cardType[count] == 5) { CardEffectCheck(); } else { Debug.LogError(deck.drawcard); Debug.LogError(RuleCreate.instance.cardType[count]); Debug.LogError("この人の自作ルールがおかしい"); } }
public void Draw1() { PlayerSkipImage(); Yama1.transform.SetAsLastSibling(); if (deck.cards1.Count > 0)//山札1があるとき { SoundManager.instance.SeApply(Se.cardOpen); //山札1がラストの時 if (deck.cards1.Count < 1) { Yamahuda1.sprite = Resources.Load <Sprite>("Images/Null"); } if (fieldEffectNum == 1 && deck.cards1.Count > 1) { deck.drawcard = deck.cards1[0]; //0番目を引いたカードとして登録 deck.cards1.RemoveAt(0); //0番目を削除 MasterList.instance.list[deck.Count].Add(deck.drawcard); //手札に追加 } drowYama1 = true; deck.drawcard = deck.cards1[0]; //0番目を引いたカードとして登録 deck.cards1.RemoveAt(0); //0番目を削除 Debug.LogError(deck.drawcard); //Hikihuda.sprite = Resources.Load<Sprite>("Images/MainCards/" + (deck.drawcard + 1)); /// <summary> /// ここにスキル判別してifで囲む /// </summary> //デバッグ用 if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetOtherJob() == Card.OtherJob.Debug) { MyRule.instance.DrawnNCards(); drawType.text = "デバッグ"; } /// <summary> /// ここにスキル判別してifで囲む /// </summary> if (ruleBreak == false) { //天皇を引く if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Tennou && (RuleManager.instance.PlayerList[deck.Count].RuleList[0].RuleEfect[0] == 1 || RuleManager.instance.PlayerList[deck.Count].RuleList[0].RuleEfect[0] == 2)) { TennouDraw.instance.Tennou_Draw(); drawType.text = "天皇"; } //段付きを引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Dantuki && (RuleManager.instance.PlayerList[deck.Count].RuleList[0].RuleEfect[0] == 3 || RuleManager.instance.PlayerList[deck.Count].RuleList[0].RuleEfect[0] == 4)) { DantukiDraw.instance.Dantuki_Draw(); drawType.text = "段付き"; } //武官を引くかつ武官スキルあり else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Bukan && (RuleManager.instance.PlayerList[deck.Count].RuleList[1].RuleEfect[0] == 1 || RuleManager.instance.PlayerList[deck.Count].RuleList[1].RuleEfect[0] == 2)) { BukanDraw.instance.Bukan_Draw(); drawType.text = "武官"; } //弓持ちを引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Yumimoti && RuleManager.instance.PlayerList[deck.Count].RuleList[1].RuleEfect[0] == 3) { YumimotiDraw.instance.Yumimoti_Draw(); drawType.text = "弓持ち"; } ////偉い姫を引く //else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetOtherJob() == Card.OtherJob.GreatHime) //{ // GreatHimeDraw.instance.GreatHime_Draw(); //} //蝉丸を引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Semimaru && RuleManager.instance.PlayerList[deck.Count].RuleList[2].RuleEfect[0] >= 1) { SemimaruDraw.instance.Semimaru_Draw(); drawType.text = "蝉丸"; } //自作ルール(天皇) else if (RuleCreate.instance.myRule[deck.Count] == true && RuleCreate.instance.cardType[deck.Count] == 1 && cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Tennou) { MyRule.instance.CardTypeCheck(); drawType.text = "天皇"; } //自作ルール(段付き) else if (RuleCreate.instance.myRule[deck.Count] == true && RuleCreate.instance.cardType[deck.Count] == 2 && cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Dantuki) { MyRule.instance.CardTypeCheck(); drawType.text = "段付き"; } //自作ルール(武官) else if (RuleCreate.instance.myRule[deck.Count] == true && RuleCreate.instance.cardType[deck.Count] == 3 && cardDataBase.YamahudaLists()[deck.drawcard - 1].GetSecondJob() == Card.SecondJob.Bukan) { MyRule.instance.CardTypeCheck(); drawType.text = "武官"; } //自作ルール(弓持ち) else if (RuleCreate.instance.myRule[deck.Count] == true && RuleCreate.instance.cardType[deck.Count] == 4 && cardDataBase.YamahudaLists()[deck.drawcard - 1].GetThirdJob() == Card.ThirdJob.Yumimoti) { MyRule.instance.CardTypeCheck(); drawType.text = "弓持ち"; } //自作ルール(偉い姫) else if (RuleCreate.instance.myRule[deck.Count] == true && RuleCreate.instance.cardType[deck.Count] == 5 && cardDataBase.YamahudaLists()[deck.drawcard - 1].GetOtherJob() == Card.OtherJob.GreatHime) { MyRule.instance.CardTypeCheck(); drawType.text = "偉い姫"; } //坊主を引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetFirstJob() == Card.FirstJob.Bouzu) { NormalDraw.instance.Bouzu_Draw(); drawType.text = "坊主"; } //姫を引く else if (cardDataBase.YamahudaLists()[deck.drawcard - 1].GetFirstJob() == Card.FirstJob.Hime) { NormalDraw.instance.Hime_Draw(); drawType.text = "姫"; } else { NormalDraw.instance.Tono_Draw(); drawType.text = "殿"; // Debug.LogError("カードの種類がおかしい"); } } else { TrueEffect(); drawType.text = "無効"; // Debug.LogError("カードの種類がおかしい"); } BukanDraw.instance.ReverseRotation(); TextChange(); DrawTotalNum(); } //山札2にカードがある場合 else if (deck.cards2.Count > 0) { //まだ片方の山札が残っているからそっちを引こう } else { SoundManager.instance.SeApply(Se.gameEnd); GameEnd(); } }