/// <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); }
public void SelectDeck(SlotInGameBattleScript _slot) { if (selectedDeck != null) { selectedDeck.SetSelectOnOff(false); } _slot.SetSelectOnOff(true); selectedDeck = _slot; TeamManagerScript.Instance.SelectUnit(_slot.UnitData); }
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); }
/// <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); }