public void Activate() { // TODO :: 카드 사용하는 애니메이션 if (_isActivated) { return; } if (_gm.currentTurn == _gm.Player) { _owner = _gm.Player; } else { _owner = _gm.Opponent; } Debug.Log("************Activate : " + _owner); var isUseable = _owner.population.UsePopulation(_super.cardNeededPeople); if (!isUseable) { return;// TODO :: 안된다는 소리 } _isActivated = true; if (_gm.currentTurn == _gm.Player) { _am.PlayCardGotoCemetery(transform, FindManager.PlayerCemetery.transform); FindManager.LogManager.GetComponent <LogManager>().PresentLog(_super.logPrefab); OnActivate(); } else { Debug.Log("Opponent Turn Card Use Animation"); _am.PlayOpponentCard(GetComponent <RectTransform>(), FindManager.OpponentCardViewPosition.transform.position, () => { Debug.Log("Opponent PlayCardGotoCemetery"); _am.PlayCardGotoCemetery(transform, FindManager.OpponentCemetery.transform, () => { // TODO :: UIManager로 돌리자 FindManager.LogManager.GetComponent <LogManager>().PresentLog(_super.logPrefab); OnActivate(); StartCoroutine(WaitForDeActivate(() => _gm.Opponent.UseCard())); }); }); } }
private void Awake() { _gm = GameManager.Instance; _rotateAngle = CalculateAngle(GameManager.slotSize); _slots = new Slot[GameManager.slotSize]; _rotationPolicy = new Policy.RotationPolicy { SpeedPerTurn = 1 }; //_stat = GetComponent<Stat>(); _activePoint = 0; //NOTE :: 처음 시작할 때 가장 맨 머리위에있는 자식의 번호 _owner = GetComponent <Players.Playable>(); _health = GetComponent <Health>(); _health.OnDie = () => { _gm.EndGame(_owner); }; if (GetComponent <Players.Player>() != null) { _hpObject = FindManager.PlayerPlanetStatic.transform.GetChild(0).gameObject; _populationObject = FindManager.PlayerPlanetStatic.transform.GetChild(1).gameObject; _shield = FindManager.PlayerPlanetStatic.transform.GetChild(2).gameObject; } else { _hpObject = FindManager.OpponentPlanetStatic.transform.GetChild(0).gameObject; _populationObject = FindManager.OpponentPlanetStatic.transform.GetChild(1).gameObject; _shield = FindManager.OpponentPlanetStatic.transform.GetChild(2).gameObject; } //MakeSlot(GameManager.slotSize); }