Esempio n. 1
0
    //待機状態-----------------------------------------
    void IdleStatis( )
    {
        if (_mainSceneOperation.MouseTouch( ))
        {
            FieldCardTouch( );
            HandCardTouch( );

            //ここに手札のカードを何かしらの条件で詳細を表示するを書く?
        }
    }
Esempio n. 2
0
 void Update( )
 {
     if (_mainSceneOperation.MouseTouch( ))
     {
         _sceneTransition.Transition("Main");
     }
 }
Esempio n. 3
0
    void Update( )
    {
        if (_player1.Lose_Flag)
        {
            Debug.Log("Player2の勝ちです");
            _resultPerformance.StartPerformCoroutine(_player1.Lose_Flag);
            MainPhase._precedenceOneTurnFlag = true;
            return;
        }

        if (_player2.Lose_Flag)
        {
            Debug.Log("Player1の勝ちです");
            _resultPerformance.StartPerformCoroutine(_player1.Lose_Flag);
            MainPhase._precedenceOneTurnFlag = true;
            return;
        }

        if (_phase.IsNextPhaseFlag( ))
        {
            _phaseStatus++;

            if (( int )_phaseStatus > ( int )PHASE.END)
            {
                _phaseStatus = PHASE.START;
                ChangePlayer( );
            }

            ChangePhase( );
        }

        Assert.IsNotNull(_phase, "[エラー]フェーズが正常に入ってないです");

        _phase.PhaseUpdate( );


        //タップエフェクト処理-------------------------------------------------------------------
        if (_mainSceneOperation.MouseTouch( ))
        {
            Vector3 effectPos = _mainSceneOperation.getWorldMousePos( );
            effectPos.z = Camera.main.transform.position.z + 1f;            //カメラに近い位置に生成したいため
            Instantiate(_tapEffect, effectPos, Quaternion.identity);
        }
        //--------------------------------------------------------------------------------------
    }
Esempio n. 4
0
    void PlayerTurnUpdate( )
    {
        if (_mainSceneOperation.MouseTouch( ))
        {
            CardMain card = _rayShooter.RayCastHandCard(_turnPlayer.gameObject.tag);
            if (card == null)
            {
                return;
            }

            _turnPlayer.HandThrowAway(card);
            if (_turnPlayer.Hand_Num == _turnPlayer.Max_Hnad_Num)
            {
                _didHandThrowAway = true;
                _uiActiveManager.TextActiveChanger(false, UIActiveManager.TEXT.HAND_CARD_LIMIT);
            }
        }
    }