//保持状態での処理 private void HoldStart() { transform.SetAsLastSibling(); //ヒエラルキーの一番下にする _cardState = cardState.hold; _oldMousePosition = Input.mousePosition; _oldMousePosition.z = 10f; }
//--method-- //初期化に必要な処理を集めたメソッド public void FirstInitializeCard(cardColor color, int cardNumber, CardManager manager) { //位置や引数の代入 _parent = manager; _originPosition = transform.localPosition; transform.localPosition = _parent.transform.localPosition; _cardState = cardState.stop; InitializeCardParam(color, cardNumber); //変数の初期化 _rectTransform = GetComponent <RectTransform>(); _cardSize = _rectTransform.sizeDelta; _dead = false; _cardText = GetComponentInChildren <Text>(); _cardImage = GetComponent <Image>(); _cardRect = new Rect(0, 0, 0, 0); _insFireworks = FindObjectOfType <InstanceFirework>(); //色と数値テキストの変更 ChangeCardColor(); _cardText.text = _cardParam.StateNumber.ToString(); //ショットエリアの矩形エリア情報を取得 RectTransform rt = ShotArea.GetComponent <RectTransform>(); float x = ShotArea.transform.localPosition.x - rt.sizeDelta.x / 2; float y = ShotArea.transform.localPosition.y - rt.sizeDelta.y / 2; _shotAreaRect = new Rect(x, y, rt.sizeDelta.x, rt.sizeDelta.y); }
// Card class in which variables are assigned to for the class. public Card(cardType type, string name, string description, Sprite image, cardState state, GameObject prefab) { // Assigns for each card a state and makes this the current. this.state = state; this.type = type; this.name = name; this.description = description; this.image = image; this.prefab = prefab; }
public Card(string crdName, GameObject crdImage, string crdEffect, cardType crdType, cardAttribute crdAttribute, monsterType monType, spellType spType, trapType tpType, int monAttack, int monDefense, cardState crdState, string crdOwner) { cardName = crdName; cardImage = crdImage; cardEffect = crdEffect; myCardType = crdType; myCardAttribute = crdAttribute; myMonsterType = monType; mySpellType = spType; myTrapType = tpType; monsterAttack = monAttack; monsterDefense = monDefense; myCardState = crdState; cardOwner = crdOwner; }
private void MoveComplete() { _cardState = cardState.stay; }
public void FinishGame() { _cardState = cardState.stop; }
//移動状態での処理 public void MoveStart() { _cardState = cardState.move; iTween.MoveTo(this.gameObject, iTween.Hash("position", _originPosition, "time", MOVE_TIME, "oncomplete", "MoveComplete", "oncompletetarget", this.gameObject, "isLocal", true)); }