private void CardTurnAction() { if (m_CurrentTurnCard != null) { int selectedSlot = -1; if (m_CurrentTurnCard.CurrentCardStatus == CharacterCard.CardStatus.Idle) { if (!m_IsBattleAutomatic) { if (m_CurrentTurnCard.IsPlayerTeam) { bool isMouseButtonPressed = Input.GetMouseButtonUp(0); Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); m_CurrentTurnCard.OnCardInAction(); for (int i = 0; i < m_EnemyCardList.Count; ++i) { mousePosition.z = m_EnemyCardList[i].transform.position.z; if (m_EnemyCardList[i].IsContainPoint(ref mousePosition)) { m_EnemyCardList[i].OnCardSelectedInTarget(); if (isMouseButtonPressed) { selectedSlot = i; m_CurrentTurnCard.ForceQuitVisualizeEffect(); break; } } else { m_EnemyCardList[i].ForceQuitVisualizeEffect(); } } } else { selectedSlot = m_GetAttackSlotIndexConnector(!m_CurrentTurnCard.IsPlayerTeam); m_CurrentTurnCard.ForceQuitVisualizeEffect(); } } else { selectedSlot = m_GetAttackSlotIndexConnector(!m_CurrentTurnCard.IsPlayerTeam); m_CurrentTurnCard.ForceQuitVisualizeEffect(); } OnAttack(selectedSlot); } GoingToNextTurn(); } }