// 테스트용 변수들.
    // bool is_test_mode = false;
    // byte test_auto_slot_index;

    void Awake()
    {
        // if (this.is_test_mode)
        // {
        //  Time.timeScale = 100.0f;
        // }

        CEffectManager.Instance.load_effects();

        this.waiting_packets        = new Queue <CPacket>();
        this.card_collision_manager = GameObject.Find("GameManager").GetComponent <CCardCollision>();
        this.card_collision_manager.callback_on_touch = this.on_card_touch;

        this.player_me_index = 0;
        this.deck_cards      = new Stack <CCardPicture>();
        this.card_manager    = new CCardManager();
        this.card_manager.make_all_cards();
        this.floor_ui_slots = new List <CVisualFloorSlot>();
        for (byte i = 0; i < 12; ++i)
        {
            this.floor_ui_slots.Add(new CVisualFloorSlot(i, byte.MaxValue));
        }

        this.player_hand_card_manager = new List <CPlayerHandCardManager>();
        this.player_hand_card_manager.Add(new CPlayerHandCardManager());
        this.player_hand_card_manager.Add(new CPlayerHandCardManager());

        this.player_card_manager = new List <CPlayerCardManager>();
        this.player_card_manager.Add(new CPlayerCardManager());
        this.player_card_manager.Add(new CPlayerCardManager());

        this.player_info_slots = new List <CPlayerInfoSlot>();
        this.player_info_slots.Add(transform.FindChild("player_info_01").GetComponent <CPlayerInfoSlot>());
        this.player_info_slots.Add(transform.FindChild("player_info_02").GetComponent <CPlayerInfoSlot>());

        CPacketBufferManager.initialize(1);
        this.hwatoo_sprites = Resources.LoadAll <Sprite>("images/allcard");
        this.back_image     = Resources.Load <Sprite>("images/back");

        this.floor_slot_position = new List <Vector3>();
        make_slot_positions(this.floor_slot_root, this.floor_slot_position);


        // 카드 만들어 놓기.
        this.total_card_pictures = new List <CCardPicture>();
        GameObject original = Resources.Load("hwatoo") as GameObject;
        Vector3    pos      = this.deck_slot.position;

        for (int i = 0; i < this.card_manager.cards.Count; ++i)
        {
            GameObject obj = GameObject.Instantiate(original);
            obj.transform.parent = transform;

            obj.AddComponent <CMovingObject>();
            CCardPicture card_pic = obj.AddComponent <CCardPicture>();
            this.total_card_pictures.Add(card_pic);

            //obj.GetComponent<Image>().color = back_red;
        }
    }
예제 #2
0
 public CGostopEngine()
 {
     this.first_player_index = 0;
     this.floor_manager = new CFloorCardManager();
     this.card_manager = new CCardManager();
     this.player_agents = new List<CPlayerAgent>();
     this.distributed_floor_cards = new List<CCard>();
     this.distributed_players_cards = new List<List<CCard>>();
     this.cards_to_give_player = new List<CCard>();
     this.cards_to_floor = new List<CCard>();
     this.other_cards_to_player = new Dictionary<byte, List<CCard>>();
     this.current_player_index = 0;
     this.flipped_card_event_type = new List<CARD_EVENT_TYPE>();
     this.bomb_cards_from_player = new List<CCard>();
     this.target_cards_to_choice = new List<CCard>();
     this.shaking_cards = new List<CCard>();
     this.card_queue = new Queue<CCard>();
     clear_turn_data();
 }
예제 #3
0
 public CGostopEngine()
 {
     this.first_player_index        = 0;
     this.floor_manager             = new CFloorCardManager();
     this.card_manager              = new CCardManager();
     this.player_agents             = new List <CPlayerAgent>();
     this.distributed_floor_cards   = new List <CCard>();
     this.distributed_players_cards = new List <List <CCard> >();
     this.cards_to_give_player      = new List <CCard>();
     this.cards_to_floor            = new List <CCard>();
     this.other_cards_to_player     = new Dictionary <byte, List <CCard> >();
     this.current_player_index      = 0;
     this.flipped_card_event_type   = new List <CARD_EVENT_TYPE>();
     this.bomb_cards_from_player    = new List <CCard>();
     this.target_cards_to_choice    = new List <CCard>();
     this.shaking_cards             = new List <CCard>();
     this.card_queue = new Queue <CCard>();
     clear_turn_data();
 }