Esempio n. 1
0
        public DEFINE.PUZZLE_PIECE_SUIT Skill2;            // スキルに必要なスート2

        public Character(float life, float attack, DEFINE.PUZZLE_PIECE_SUIT skill1, DEFINE.PUZZLE_PIECE_SUIT skill2)
        {
            Life   = life;                      // ライフ
            Attack = attack;                    // アタック
            Skill1 = skill1;                    // スキル1
            Skill2 = skill2;                    // スキル2
        }
Esempio n. 2
0
    //--------------------------------------------------
    // パズルの柄設定
    //--------------------------------------------------
    public void SetSuit(DEFINE.PUZZLE_PIECE_SUIT suit)
    {
        // 柄を設定
        PuzzlePieceSuit = suit;

        switch (PuzzlePieceSuit)
        {
        case DEFINE.PUZZLE_PIECE_SUIT.SPADE:                            // スペード
            GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex1;
            break;

        case DEFINE.PUZZLE_PIECE_SUIT.DIAMOND:                          // ダイヤ
            GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex2;
            break;

        case DEFINE.PUZZLE_PIECE_SUIT.HEART:                            // ハート
            GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex3;
            break;

        case DEFINE.PUZZLE_PIECE_SUIT.CLUB:                             // クラブ
            GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex4;
            break;
        }
    }
Esempio n. 3
0
    //--------------------------------------------------
    // デバッグ用
    //--------------------------------------------------
    private void DebugPuzzle()
    {
        // 右クリックが押されていたら
        if (Input.GetMouseButton(1))
        {
            ClickRight = true;
        }
        else
        {
            ClickRight = false;
        }


        // 色を切り替え
        if (Input.GetKeyDown(KeyCode.A))
        {
            PuzzlePiececolor = new Color(PlayerColor_R, PlayerColor_G, PlayerColor_B, PlayerColor_A);
        }

        if (Input.GetKeyDown(KeyCode.S))
        {
            PuzzlePiececolor = new Color(EnemyColor_R, EnemyColor_G, EnemyColor_B, EnemyColor_A);
        }

        if (Input.GetKeyDown(KeyCode.D))
        {
            PuzzlePiececolor = Color.white;
        }

        if (Input.GetKeyDown(KeyCode.F))
        {
            PuzzlePiececolor = new Color(PlayerColor_R, PlayerColor_G, PlayerColor_B, PlayerColor_A);
            GetComponent <SpriteRenderer>().color = Color.white;
        }


        // テクスチャを切り替え
        if (Input.GetKeyDown(KeyCode.Q))
        {
            PuzzlePieceTex = PuzzlePiece_tex1;
        }

        if (Input.GetKeyDown(KeyCode.W))
        {
            PuzzlePieceTex = PuzzlePiece_tex2;
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            PuzzlePieceTex = PuzzlePiece_tex3;
        }

        if (Input.GetKeyDown(KeyCode.R))
        {
            PuzzlePieceTex = PuzzlePiece_tex4;
        }


        // スペースが押されたらテクスチャをランダムに設定
        if (Input.GetKeyDown(KeyCode.Space))
        {
            switch (Random.Range(1, 5))
            {
            case 1:                             // スペード
                GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex1;
                PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.SPADE;
                break;

            case 2:                             // ダイヤ
                GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex2;
                PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.DIAMOND;
                break;

            case 3:                             // ハート
                GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex3;
                PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.HEART;
                break;

            case 4:                             // クローバー
                GetComponent <SpriteRenderer>().sprite = PuzzlePiece_tex4;
                PuzzlePieceSuit = DEFINE.PUZZLE_PIECE_SUIT.CLUB;
                break;
            }
        }
    }