public override void act(CardSystem cs, Land_[] lands) { float AddExplodeRate = Random.Range(min_rate, max_rate); for (int u = 0; u != lands.Length; ++u) { lands[u].tmp_delta_explode_rate = AddExplodeRate; } }
private void Awake() { skillInfo = FindObjectOfType <SkillInfo>(); cardSystem = FindObjectOfType <CardSystem>(); getBarInfo = FindObjectOfType <GetBarInfo>(); turnSystem = FindObjectOfType <TurnSystem>(); damageHandler = FindObjectOfType <DamageHandler>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); }
public override void act(CardSystem cs, Land_[] lands) { AddExplodeRate = Random.Range(min_rate, max_rate); event_msg = "大地震發生!!!\n場地上爆炸機率增加" + ((int)(AddExplodeRate / 0.01f)).ToString() + "%"; for (int u = 0; u != lands.Length; ++u) { lands[u].tmp_delta_explode_rate = AddExplodeRate; } }
private void Start() { cardsystem = GameObject.FindWithTag("CardSystem").GetComponent <CardSystem>(); battleScript = GameObject.Find("BattleSystem").GetComponent <battleSystem>(); Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; }
string generateEvent() { CardSystem cs = FindObjectOfType <CardSystem>(); Land_[] lands = FindObjectsOfType <Land_>(); I_Event_ _eve = getEvent(); _eve.act(cs, lands); return(_eve.event_msg); }
private void Awake() { turnSystem = FindObjectOfType <TurnSystem>(); getBarInfo = FindObjectOfType <GetBarInfo>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); cardSystem = FindObjectOfType <CardSystem>(); skillInfo = FindObjectOfType <SkillInfo>(); allSkills = FindObjectOfType <AllSkills>(); getCardInfo = GetComponent <GetCardInfo>(); }
void OnGameStart() { UIManager.Get().MsgOnScreen("游戏开始啦!"); AudioManager.Get().PlayBGM("1"); AudioManager.Get().PlaySound("GameMain/GameStart", 0.05f); CardSystem.Get().AddCard(new Slay()); CardSystem.Get().AddCard(new BattleHorn()); CardSystem.Get().AddCard(new HawkEye()); CardSystem.Get().AddCard(new Purify()); }
public override void act(CardSystem cs, Land_[] lands) { for (int u = 0; u != lands.Length; ++u) { if (lands[u].get_risk() < rate_barrier) { lands[u].data[0].risk = 1.0f; } } }
public void ReverseAnimation(Card card, float time) { card.ObjTransform.DOScaleX(0, time / 2).SetEase(Ease.Linear) .OnComplete(() => { card.IsShapesActive(); card.IsTextsActive(); card.IsBack = !card.IsBack; card.SetBackgroundSprite(CardSystem.GetInstance().GetCardSprite(card.IsBack)); card.ObjTransform.DOScaleX(1, time / 2).SetEase(Ease.Linear); }); }
private void Awake() { width = (transform as RectTransform).rect.height; originalPosition = transform.position.y; CardSystem.Get().CardContent = Content; CardSystem.Get().SetCardsPanel(this); //Debug.Log(originalPosition); Vector3 po = transform.position; po.y = originalPosition - width * HideAmount; transform.position = po; }
public override void act(CardSystem cs, Land_[] lands) { rate_barrier = Random.Range(min_rate, max_rate); event_msg = "驚報!!水泥公司使用海砂!!\n爆炸機率" + ((int)(rate_barrier / 0.01f)).ToString() + "%以下土地房屋全毀"; for (int u = 0; u != lands.Length; ++u) { if (lands[u].get_risk() < rate_barrier && lands[u].data.Count != 0) { lands[u].data[0].risk = 1.0f; } } }
public IEnumerator WaitForAnim_Down() { while (CardSystem.Get().Busy()) { yield return(new WaitForSeconds(0.5f)); } yield return(new WaitForSeconds(0.5f)); if (!OnMouse) { Anim_Down(1f); } }
public override void act(CardSystem cs, Land_[] lands) { DestoryType = Random.Range(1, HouseTypeAmount + 1); event_msg = "市府查獲無良建商\n含有" + getHousePhisicalName(DestoryType - 1) + "之土地建物全數摧毀"; for (int u = 0; u != lands.Length; ++u) { for (int i = 0; i != lands[u].data.Count; ++i) { if (lands[u].data[i].type_id == DestoryType) { lands[u].data[i].risk = 1.0f; } } } }
public override void act(CardSystem cs, Land_[] lands) { int DestoryType = Random.Range(1, HOUSE_TYPE_AMOUNT); for (int u = 0; u != lands.Length; ++u) { for (int i = 0; i != lands[u].data.Count; ++i) { if (lands[u].data[i].type_id == DestoryType) { lands[u].data[i].risk = 1.0f; break; } } } }
//public IEnumerator ReverseAnimation(Card card, float speed) //{ // float time = 0; // bool isReverseAnim = false; // // Vector3 cardScale = card.GetScale(); // Vector3 startScale = cardScale; // Vector3 destScale = new Vector3(-cardScale.x,cardScale.y); // // while (time < 1) // { // time += speed * Time.deltaTime; // // cardScale = Vector3.Lerp(startScale, destScale, time); // card.SetScale(cardScale); // // if (time > 0.5f && isReverseAnim == false) // { // isReverseAnim = true; // card.IsShapesActive(); // card.IsTextsActive(); // // card.IsBack = !card.IsBack; // card.SetBackgroundSprite(CardSystem.GetInstance().GetCardSprite(card.IsBack)); // } // // yield return null; // } // // yield return null; //} public IEnumerator SinAnimation(List <Card> cards) { WaitForSeconds delay = new WaitForSeconds(5); yield return(delay); delay = new WaitForSeconds(0.1f); for (int i = 0; i < cards.Count; i++) { cards[i].transform.DOMove(new Vector3( Mathf.Sin((360 / cards.Count + 1) * i * Mathf.Deg2Rad) * 5, Mathf.Cos((360 / cards.Count + 1) * i * Mathf.Deg2Rad) * 5), 5); yield return(delay); } delay = new WaitForSeconds(2); yield return(delay); StartCoroutine(CardSystem.GetInstance().AllCardReverse()); }
private void Awake() { cardSystem = FindObjectOfType <CardSystem>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); index = (int)status; getStats = FindObjectsOfType <GetStats>(); foreach (GetStats getStat in getStats) { if (currentTurn != cardSystem.Player.GetComponent <GetStats>()) { if (getStat != cardSystem.Player.GetComponent <GetStats>()) { getStat.character.relation = RelationType.Friendly; } else { getStat.character.relation = RelationType.Enemy; } } else if (currentTurn == cardSystem.Player.GetComponent <GetStats>()) { if (getStat == cardSystem.Player.GetComponent <GetStats>()) { getStat.character.relation = RelationType.Friendly; } else { getStat.character.relation = RelationType.Enemy; } } } SetOrder(); RefreshOrder(); }
public void AddCard() { CardSystem.Get().AddCard(new Slay()); }
// Start is called before the first frame update void Start() { cardSystem = CardSystem.instance; enemySystem = EnemySystem.instance; }
private void UpdateCardInfo(CardSystem.Card card) { if (cards[cardToUse] == "") { currentCardName.text = "None"; } else { currentCardName.text = cardToUse+1 >= MAX_HAND ? "None" : cards[cardToUse+1]; hand[cardToUse].transform.GetChild(CHILD_IMAGE_INDEX).GetComponent<Image>().sprite = null; hand[cardToUse].transform.GetChild(CHILD_IMAGE_INDEX).GetComponent<Image>().color = Color.black; hand[cardToUse].color = new Color(128.0f / 255, 128.0f / 255, 128.0f / 255); } cardToUse++; }
private void Start() { cardsystem = GameObject.Find("CardSystem").GetComponent <CardSystem>(); cardsystem.CardDescription.gameObject.SetActive(false); battleSystem = battlesystm.GetComponent <battleSystem>(); cardType.text = CardName; if (PlayerHPVal == 0) { PlayerHPValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerHPVal > 0) { PlayerHPValtxt.text = "+" + PlayerHPVal; } else { PlayerHPValtxt.text = "" + PlayerHPVal; } } if (PlayerAtkModVal == 0) { PlayerAtkModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerAtkModVal > 0) { PlayerAtkModValtxt.text = "+" + PlayerAtkModVal; } else { PlayerAtkModValtxt.text = "" + PlayerAtkModVal; } } if (PlayerDefModVal == 0) { PlayerDefModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (PlayerDefModVal > 0) { PlayerDefModValtxt.text = "+" + PlayerDefModVal; } else { PlayerDefModValtxt.text = "" + PlayerDefModVal; } } if (EnemyHPVal == 0) { EnemyHPValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyHPVal > 0) { EnemyHPValtxt.text = "+" + EnemyHPVal; } else { EnemyHPValtxt.text = "" + EnemyHPVal; } } if (EnemyAtkModVal == 0) { EnemyAtkModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyAtkModVal > 0) { EnemyAtkModValtxt.text = "+" + EnemyAtkModVal; } else { EnemyAtkModValtxt.text = "" + EnemyAtkModVal; } } if (EnemyDefModVal == 0) { EnemyDefModValtxt.enabled = false; //turn icon off? will have to make public image and redo cards } else { if (EnemyDefModVal > 0) { EnemyDefModValtxt.text = "+" + EnemyDefModVal; } else { EnemyDefModValtxt.text = "" + EnemyDefModVal; } } }
private void Awake() { instance = this; readyFlag = false; }
public override void act(CardSystem cs, Land_[] lands) { AddCardAmount = Random.Range(1, 3); event_msg = "台灣發大財!!!\n所有玩家增加" + AddCardAmount.ToString() + "張手卡"; cs.EveryBodyDraw(AddCardAmount); }
public virtual void act(CardSystem cs, Land_[] lands) { }
private void UpdateCardInfo(CardSystem.Card card, int playerIndex) { if (playerIndex != thisPlayerIndex) return; if (cards[cardToUse] == "") { currentCardName.text = "None"; } else { currentCardName.text = cardToUse+1 >= MAX_HAND ? "None" : cards[cardToUse+1]; hand[cardToUse].transform.GetChild(CHILD_IMAGE_INDEX).GetComponent<Image>().sprite = null; hand[cardToUse].transform.GetChild(CHILD_IMAGE_INDEX).GetComponent<Image>().color = Color.black; hand[cardToUse].color = CustomColor.Convert255(128.0f, 128.0f, 128.0f); } cardToUse++; }
private void Start() { cardsystem = GameObject.Find("CardSystem").GetComponent <CardSystem>(); }
void Start() { f_CardInter_ = prefab_Card_.transform.GetChild(1).GetComponent <Image>().rectTransform.sizeDelta.x / 4; m_CardSystem_ = GameObject.Find("CardSystem").GetComponent <CardSystem>(); }
void Start() { GameManager.GetInstance().FadeOutWhiteImg(0.5f); CardSystem.GetInstance().AddAllCard(); CardSystem.GetInstance().SetCardActive(true); CardSystem.GetInstance().AllCardMoveDeck(DeckSystem.GetInstance().GetDeck(DeckTag.ANIMATION_RIGHT_DECK)); AiSystem.GetInstance().SetupOneCardAi(); if (PlayerSystem.GetInstance().Players.Count <= 0) { PlayerSystem.GetInstance().MyPlayerId = "1"; PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_BOTTOM, "1", false); PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_LEFT_DOWN, "3", true); PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_TOP, "2", true); PlayerSystem.GetInstance().AddPlayer(PlayerTag.PLAYER_RIGHT_UP, "4", true); TurnSystem.GetInstance().AddTurnPlayer("1"); TurnSystem.GetInstance().AddTurnPlayer("2"); TurnSystem.GetInstance().AddTurnPlayer("3"); TurnSystem.GetInstance().AddTurnPlayer("4"); //NetworkSystem.GetInstance().SendServer("FIND-ROOM:" + "1"); } StartCoroutine(StartScene()); this.UpdateAsObservable() .Subscribe(_ => { if (!GameManager.GetInstance().IsStartGame) { return; } var nowId = TurnSystem.GetInstance().PlayerNowTurn.Value; if (nowId == PlayerSystem.GetInstance().MyPlayerId) { InputSystem.GetInstance().TouchUpdate(); } }); TurnSystem.GetInstance().PlayerNowTurn.Subscribe(name => { if (name == "") { return; } if (PlayerSystem.GetInstance().GetPlayer(name).IsAi) { AiSystem.GetInstance().IsStartAi.Value = true; } if (name == PlayerSystem.GetInstance().MyPlayerId) { OnTurnEndBtn(); } }); TurnSystem.GetInstance().IsFinishTurn.Subscribe(finish => { if (!GameManager.GetInstance().IsStartGame) { return; } if (finish) { Observable.Timer(TimeSpan.FromSeconds(1)) .Subscribe(_ => { if (GameManager.GetInstance().CheckDefeatPlayer()) { return; } if (GameManager.GetInstance().CheckWinPlayer()) { return; } GameManager.GetInstance().FillDecktoDeckofAttack(DeckTag.PUT_DECK, DeckTag.DRAW_DECK); }); } }); }
public override void act(CardSystem cs, Land_[] lands) { //remain add feture }