// 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; } }
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(); }
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(); }