// Use this for initialization void Start() { index = 0; isActivated = false; isBlur = true; playSystem = GameObject.Find("GameManager").GetComponent <PlaySystem>(); }
// Use this for initialization void Start() { currentTime = 0.0f; isLife = false; playSystem = GameObject.Find("GameManager").GetComponent <PlaySystem>(); currentPosition = targetObject.transform.position; gameObject.transform.position = currentPosition; }
private void Awake() { if (instance != null && instance.GetInstanceID() != GetInstanceID()) { Destroy(gameObject); return; } instance = this; }
public PlayState(PlaySystem system) { this.system = system; }
public TurningState(PlaySystem system) : base(system) { }
public EvaluatingState(PlaySystem system) : base(system) { }
public DecalPaintingState(PlaySystem system) : base(system) { }
public ColorPaintingState(PlaySystem system) : base(system) { }
private bool alreadyActivated; // 一回しか表示されない // Use this for initialization void Start() { playSystem = GameObject.Find("GameManager").GetComponent <PlaySystem>(); alreadyActivated = false; }
private void purchaseCard(Card c) { //TODO: Buy card if have enough power, //is in the line up //and not hand //Not Owned //TODO: Not FaceDown //TODO: Clean Code Card_Logic logic = c.getCardLogic(); if (!Hand.Contains(c) && !logic.getOwned() && logic.IsInPurchaseArea() && logic.IsInLineUp() && PlaySystem.getCurrentPlayer() == this) { //Add to discard Pile and Remove from line Up list and set ownership to player //TEMP? Need If here to check if you release the mouse button then you buy it rather than just when you hover over a player if (Input.GetMouseButtonUp(0)) { c.getCardLogic().setPlayerOwned(this); DiscardCard(c); Play_Board.RemoveFromLineUp(c); } } }
private void OnDestroy() { instance = null; }