예제 #1
0
    public void ChangeState(EnumClass.eBattleState battlestate)
    {
        ExitState(_currentBattleState);

        _currentBattleState = battlestate;

        EnterState(_currentBattleState);
    }
예제 #2
0
    void ExitState(EnumClass.eBattleState battlestate)
    {
        Debug.Log(string.Format("{0} 상태 퇴장", battlestate.ToString()));
        switch (battlestate)
        {
        case EnumClass.eBattleState.BattleWait:

            _gameWaitObj.SetActive(false);

            break;

        case EnumClass.eBattleState.ScanCard:

            _projectBoard.gameObject.SetActive(false);
            _reaCardTimeText.gameObject.SetActive(false);

            break;

        case EnumClass.eBattleState.FirstPickCard:

            _projectBoard.gameObject.SetActive(false);
            _playerCardSlot.SetActive(false);
            _cubeSlot.SetActive(false);

            break;

        case EnumClass.eBattleState.SelectAction:

            _selectActionObj.SetActive(false);
            _playerCardSlot.SetActive(false);
            _cubeSlot.SetActive(false);
            _informText.gameObject.SetActive(false);

            break;

        case EnumClass.eBattleState.SelectProjectCard:

            _projectBoard.gameObject.SetActive(false);
            _playerCardSlot.SetActive(false);
            _cubeSlot.SetActive(false);

            break;

        case EnumClass.eBattleState.RotateMyCard:

            _rotateCardObj.SetActive(false);
            _playerCardSlot.SetActive(false);
            _cubeSlot.SetActive(false);

            break;

        case EnumClass.eBattleState.SelectMyCard:

            _projectBoard.gameObject.SetActive(false);
            _playerCardSlot.SetActive(false);
            _cubeSlot.SetActive(false);

            break;

        case EnumClass.eBattleState.SelectField:

            _informText.gameObject.SetActive(false);
            _selectFieldObj.SetActive(false);

            break;
        }
    }
예제 #3
0
    void EnterState(EnumClass.eBattleState battlestate)
    {
        Debug.Log(string.Format("{0} 상태 입장", battlestate.ToString()));
        switch (battlestate)
        {
        case EnumClass.eBattleState.BattleWait:

            _gameWaitObj.SetActive(true);

            break;

        case EnumClass.eBattleState.ScanCard:

            InitBattleInfo();
            _readTimeCount = 5;
            _projectBoard.gameObject.SetActive(true);
            _reaCardTimeText.gameObject.SetActive(true);

            break;

        case EnumClass.eBattleState.FirstPickCard:

            _projectBoard.gameObject.SetActive(true);
            _playerCardSlot.SetActive(true);
            _cubeSlot.SetActive(true);

            break;

        case EnumClass.eBattleState.SelectAction:

            _playerCardSlot.SetActive(true);
            _cubeSlot.SetActive(true);

            break;

        case EnumClass.eBattleState.SelectProjectCard:

            _projectBoard.gameObject.SetActive(true);
            _playerCardSlot.SetActive(true);
            _cubeSlot.SetActive(true);

            break;

        case EnumClass.eBattleState.RotateMyCard:

            _rotateCardObj.SetActive(true);
            _playerCardSlot.SetActive(true);
            _cubeSlot.SetActive(true);

            break;

        case EnumClass.eBattleState.SelectMyCard:

            _projectBoard.gameObject.SetActive(true);
            _playerCardSlot.SetActive(true);
            _cubeSlot.SetActive(true);

            break;

        case EnumClass.eBattleState.SelectField:

            break;
        }
    }
예제 #4
0
    void InitState(EnumClass.eBattleState battlestate)
    {
        _currentBattleState = battlestate;

        EnterState(_currentBattleState);
    }