public Client_Controller(Client in_client, Module_Controller in_modules)
        {
            this.client  = in_client;
            this.modules = in_modules;

            client.SetReportAgent(modules.GetInputModule());
        }
 public AI_Controller(Module_Controller in_modules)
 {
     this.modules = in_modules;
     List <Card>         cardsOnField  = new List <Card>();
     List <List <Card> > opponentCards = new List <List <Card> >();
     List <Card>         cardsInHand   = new List <Card>();
 }
        public static Module_Controller CreateModuleController(GameState_Controller in_gameModule, CardFactory factory, Client client)
        {
            if (instance == null)
            {
                instance = new Module_Controller(in_gameModule, factory, client);
            }

            return(instance);
        }
        private void Awake()
        {
            //Modulok beállítása
            this.modules = Module_Controller.CreateModuleController(this, factory, client);

            //Interakciók beállítása
            this.interactions = new Interactions(this, modules);

            //Játékfázisok beállítása
            this.orderChangeState     = new OrderChangeState(modules, this, interactions);
            this.preparationState     = new PreparationState(modules, this, interactions);
            this.starterDrawState     = new StarterDrawState(modules, this, interactions);
            this.settingRoleState     = new SettingRoleState(modules, this, interactions);
            this.selectFightTypeState = new SelectFightTypeState(modules, this, interactions);
            this.summonState          = new SummonState(modules, this, interactions);
            this.revealCardsState     = new RevealCardsState(modules, this, interactions);
            this.quickSkillState      = new QuickSkillState(modules, this, interactions);
            this.mainSkillState       = new MainSkillState(modules, this, interactions);
            this.compareState         = new CompareState(modules, this, interactions);
            this.lateSkillState       = new LateSkillState(modules, this, interactions);
            this.cardPutAwayState     = new CardPutAwayState(modules, this, interactions);
            this.blindMatchState      = new BlindMatchState(modules, this, interactions);
            this.resultState          = new ResultState(modules, this, interactions);

            //Játékfázisok és státuszok alapértékezése
            this.currentPhase           = MainGameStates.SetupGame;
            this.currentStat            = CardStatType.NotDecided;
            this.currentAction          = SkillEffectAction.None;
            this.currentSelectionType   = CardListTarget.None;
            this.currentKey             = -1;
            this.currentActiveCard      = -1;
            this.lastWinnerKey          = -1;
            this.phaseChange            = true;
            this.firstRound             = true;
            this.displayedMessageStatus = false;
            this.blindMatch             = false;
            this.actionFinished         = true;
            this.turnFinished           = true;
            this.skillFinished          = true;
            this.changedOrder           = false;
            this.lateSkillKeys          = new List <int>();
            this.instantWin             = false;
            this.negatedSkills          = false;

            rng = new System.Random();
        }
 public OrderChangeState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
 public Input_Controller(Module_Controller in_modules)
 {
     this.modules = in_modules;
 }
Exemple #7
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 public Interactions(GameState_Controller in_controller, Module_Controller in_module)
 {
     this.controller = in_controller;
     this.modules    = in_module;
 }
 public CardPutAwayState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
 public GameState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }
Exemple #10
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 public Skill_Controller(Module_Controller in_modules)
 {
     this.modules = in_modules;
 }
Exemple #11
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 public SelectFightTypeState(Module_Controller in_module, GameState_Controller in_controller, Interactions in_interactions) : base(in_module, in_controller, in_interactions)
 {
     this.modules      = in_module;
     this.controller   = in_controller;
     this.interactions = in_interactions;
 }