/* * public void DiceAction() * { * //this.transform.localScale = new Vector3(5.0f, 7.5f, 0.0f); * //this.transform.position = new Rect(400, 350, 100, 90); * this.transform.localScale = new Vector3(0.6f, 0.6f, 0.0f); * this.dice_step = DICE.STEP.TOUCHE; * } */ // 攻撃対象選択時のみ接触判定で機能する関数+ // この関数をお払い箱にする想定で、activate,selectを // Cardeffectのカード効果処理のところでいじるので注意 public void DiceTarget() { Debug.Log("target:"); //if (this.reference != CARD.EFFECT.CANCEL && cost > 0) if (this.reference != DICE.EFFECT.CANCEL) { //this.transform.localScale = new Vector3(0.6f, 0.6f, 0.0f); Dice dice = GetComponentInParent <Dice>(); CardEffect cardeffect = GetComponentInParent <CardEffect>(); bool self_activate = dice.activate; activate = cardeffect.DiceExistActivate(); if (activate == true && self_activate == false) { this.dice_step = DICE.STEP.TARGET; dice_position = this.transform.position; Debug.Log("dice_position.x:" + dice_position.x); Debug.Log("dice_position.y:" + dice_position.y); dice.selected = true; } } this.reference = DICE.EFFECT.NONE; }