Exemple #1
0
 /// <summary>다음 덱 슬롯을 세팅</summary>
 void UpdateNextDeckSlot()
 {
     Debug.LogError("UpdateNextDeckSlot : " + MyDeckslots[0].UnitData.Name);
     NextDeck = MyDeckslots[0];
     NextDeck.SetAbleClick(false);
     NextDeck.SetStateStay(false);
     MyDeckslots.RemoveAt(0);
     GameUtil.SetWorldPosition(NextDeck.gameObject, tr_NextDeck.position);
     NextDeck.gameObject.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f);
 }
Exemple #2
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    public void SelectDeck(SlotInGameBattleScript _slot)
    {
        if (selectedDeck != null)
        {
            selectedDeck.SetSelectOnOff(false);
        }

        _slot.SetSelectOnOff(true);
        selectedDeck = _slot;
        TeamManagerScript.Instance.SelectUnit(_slot.UnitData);
    }
Exemple #3
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 void ReturnToDeckList(SlotInGameBattleScript _slot)
 {
     //Debug.LogError("ReturnToDeckList : " + _slot.UnitData.UnitID);
     GameUtil.SetWorldPosition(_slot.gameObject, tr_PoolParent.position);
     _slot.gameObject.SetActive(true);
     _slot.SetSelectOnOff(false);
     _slot.SetAbleClick(false);
     _slot.SetStateStay(true);
     //_slot.SetStateStay(true);
     MyDeckslots.Add(_slot);
 }
Exemple #4
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    /// <summary>배틀덱 풀을 세팅합니다.</summary>
    IEnumerator co_SetUpBattleDeckPool()
    {
        yield return(StartCoroutine(TeamManagerScript.Instance.InitTeamData()));

        MyTeamData = TeamManagerScript.Instance.GetTeam(TeamType.Ally);

        //난수 리스트생성
        List <int> _list = GetRandomNumbers(0, (MyTeamData.BattleDeckDataList.Count - 1));

        //슬롯 생성
        for (int i = 0; i < _list.Count; i++)
        {
            //Debug.LogError("슬롯 생성 " + _list[i]);
            GameObject go = GameUtil.CreateObjectToParent(prefab_Slot, tr_PoolParent);
            go.name = MyTeamData.BattleDeckDataList[_list[i]].Name;
            SlotInGameBattleScript slot = go.GetComponent <SlotInGameBattleScript>();
            slot.SetData(MyTeamData.BattleDeckDataList[_list[i]]);
            ReturnToDeckList(slot);
        }

        //먼저 추가된 4개의 데이터를 슬롯에 배치한다.
        int _stayDecksCount = (MyDeckslots.Count > 4) ? 4 : MyDeckslots.Count - 1;

        for (int i = 0; i < _stayDecksCount; i++)
        {
            //슬롯 인덱스에 배치한다.
            GameUtil.SetWorldPosition(MyDeckslots[0].gameObject, tr_UnitSlots[i].position);
            MyDeckslots[0].gameObject.transform.localScale = Vector3.one;
            MyDeckslots[0].SetAbleClick(true);
            MyDeckslots[0].SetStateStay(false);
            MyDeckslots.RemoveAt(0);
        }

        UpdateNextDeckSlot();

        yield return(null);
    }