/// <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); }
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); }
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); }