/// <summary> /// レイヤー番号からチームカラーのSpriteNameを取得 /// </summary> /// <param name="layer"></param> /// <returns></returns> static public string GetLayerName(TEAMCODE teamCode) { if (layer_names == null) { layer_names = new string[] { RED, BLUE, YELLOW, GREEN, NONE }; } return(layer_names[(int)teamCode]); }
public void Init(UISprite sprite, TEAMCODE _team) { charaSprite = sprite; team = _team; CreateStar(); CreateCharaSprite(); }
public PlayingState.EndResult Update() { BetterList <TEAMCODE> persistTeam; if (CheckCharaStates(out persistTeam)) { if (persistTeam.size > 0) { winTeam = persistTeam[0]; return(PlayingState.EndResult.Persist); } return(PlayingState.EndResult.Draw); } return(PlayingState.EndResult.NotEnd); }
/// <summary> /// ���������`�[���ɐ���lj����� /// </summary> /// <param name="winTeam"></param> public void AddScore(TEAMCODE winTeam) { var param = MainGameParameter.instance; foreach (var window in parameterWindows) { if (window == null) { continue; } var script = window.GetComponent<CharacterParameterWindow>(); if (script.character.baseParameter.team.name == winTeam) { script.AddStar(); } } param.AddWincount(winTeam); }
/// <summary> /// 勝利したチームに星を追加する /// </summary> /// <param name="winTeam"></param> public void AddScore(TEAMCODE winTeam) { var param = MainGameParameter.instance; foreach (var window in parameterWindows) { if (window == null) { continue; } var script = window.GetComponent <CharacterParameterWindow>(); if (script.character.baseParameter.team.name == winTeam) { script.AddStar(); } } param.AddWincount(winTeam); }
/// <summary> /// ���C���[�ԍ�����`�[���J���[��SpriteName��擾 /// </summary> /// <param name="layer"></param> /// <returns></returns> public static string GetLayerName(TEAMCODE teamCode) { if (layer_names == null) { layer_names = new string[] { RED, BLUE, YELLOW, GREEN, NONE }; } return layer_names[(int)teamCode]; }
public Team(TEAMCODE code) { name = code; }
/// <summary> /// �w�肵���`�[���̏�������P���₷ /// ����ɂ�菟�����������������true�������� /// </summary> /// <param name="code"></param> public bool AddWincount(TEAMCODE code) { TeamwinCount[(int)code]++; return TeamwinCount[(int)code] >= winCount; }
public int GetWinCount(TEAMCODE code) { return TeamwinCount[(int)code]; }
public PlayingState.EndResult Update() { BetterList<TEAMCODE> persistTeam; if (CheckCharaStates(out persistTeam)) { if (persistTeam.size > 0) { winTeam = persistTeam[0]; return PlayingState.EndResult.Persist; } return PlayingState.EndResult.Draw; } return PlayingState.EndResult.NotEnd; }
public int GetWinCount(TEAMCODE code) { return(TeamwinCount[(int)code]); }
/// <summary> /// 指定したチームの勝利数を1増やす /// それにより勝利数が条件を満たしたらtrueが買える /// </summary> /// <param name="code"></param> public bool AddWincount(TEAMCODE code) { TeamwinCount[(int)code]++; return(TeamwinCount[(int)code] >= winCount); }