Exemple #1
0
    // 1. 내가 카드를 선택했을 때,
    // 2. 시간이 다 되어 자동으로 선택 되었을 때
    public void Set_Battle()
    {
        if (_iBattleRound == 10)
        {
            return;
        }

        // 내 카드
        Card myCard = _myDeck.Get_SelectedCard();

        if (null == myCard)
        {
            return;
        }

        // 니 카드
        Card yourCard = _yourDeck.Get_SelectedCard_AI();

        StartCoroutine(Battle_Start(myCard, yourCard));
    }
Exemple #2
0
    // 전투 Anim 시작
    void Battle_Animation()
    {
        if (_gameState != GAME_STATE.CARD_SELECT)
        {
            return;
        }
        _gameState = GAME_STATE.BATTLE;

        LogManager.Log("GameState : BATTLE");

        Card myCard    = _myDeck.Get_SelectedCard();
        Card enemyCard = _enemyDeck.Get_SelectedCard();

        if (myCard == null) // 아무것도 선택하지 않고 timeout된 경우
        {
            myCard = _myDeck.Get_LeftmostCard();
        }
        myCard._bUsed = true;
        myCard.onDeSelected();

        if (enemyCard == null)
        {
            enemyCard = Singleton.aiManager.Choose_Random(_enemyDeck.Get_Deck());
        }
        enemyCard._bUsed = true;

        LogManager.Log("my : " + myCard._cardType + "\nenemy : " + enemyCard._cardType);

        // Use Card
        _myDeck.UseCard(myCard);
        _enemyDeck.UseCard(enemyCard);

        // 스킬 확인
        if (_uiPlayer._skill._bActivated)
        {
            _uiPlayer._skill.UseSkill();
            UsefulFunction.SwapCard(ref myCard, ref enemyCard);

            LogManager.Log("나 스킬 사용");
        }
        if (Singleton.aiManager.EnemyUseSkill(_enemyDeck, _uiEnemy))
        {
            _uiEnemy._skill.UseSkill();
            UsefulFunction.SwapCard(ref myCard, ref enemyCard);

            LogManager.Log("적 스킬 사용");
        }

        // Select View
        _uiPlayer._SelectCardView.SetType(myCard._cardType, myCard._bEnhanced);
        _uiPlayer._SelectCardView.SetFront(false);
        _uiPlayer._SelectCardView.SetSelectCardMode(false);
        _uiEnemy._SelectCardView.SetType(enemyCard._cardType, enemyCard._bEnhanced);
        _uiEnemy._SelectCardView.SetFront(false);

        // Damage
        float damageToMe    = BattleManager.Get_Damage(enemyCard, _uiEnemy, myCard._cardType);
        float damageToEnemy = BattleManager.Get_Damage(myCard, _uiPlayer, enemyCard._cardType);

        float resultToMe    = damageToMe;
        float resultToEnemy = damageToEnemy;

        if (enemyCard._cardType == CARD_TYPE.HEAL)
        {
            resultToMe    -= damageToMe / 2f;
            resultToEnemy -= damageToMe / 2f;
        }
        if (myCard._cardType == CARD_TYPE.HEAL)
        {
            resultToEnemy -= damageToEnemy / 2f;
            resultToMe    -= damageToEnemy / 2f;
        }

        _uiPlayer._hpDamaged = -resultToMe;
        _uiEnemy._hpDamaged  = -resultToEnemy;

        // Anim
        StartCoroutine(Play_Anim(BattleManager.Get_BattleResult(myCard._cardType, enemyCard._cardType)));
    }