コード例 #1
0
 /// <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);
 }
コード例 #2
0
 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);
 }
コード例 #3
0
    public void UseDeck()
    {
        //현재 선택된 덱의 부모 저장
        Debug.LogError("UseDeck : " + selectedDeck.name);

        //대기에 있던 덱의 클릭을 가능하게한다.
        NextDeck.SetAbleClick(true);
        NextDeck.gameObject.transform.localScale = Vector3.one;
        GameUtil.SetWorldPosition(NextDeck.gameObject, selectedDeck.gameObject.transform.position);

        UpdateNextDeckSlot();
        ReturnToDeckList(selectedDeck);
        //Debug.LogError("MoveToParent : " + NextDeck.UnitData.UnitID + " / " + selectedDeck.name);
    }