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; }
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; }
public Skill_Controller(Module_Controller in_modules) { this.modules = in_modules; }
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; }