public List <BusinessPartner> GetAll(eCardType pCardType) { var myQuery = new TableQuery(this); myQuery.Where.Add(new QueryParam(m_CardType, pCardType.ToStringEnum())); return(FillCollection <BusinessPartner>(myQuery)); }
public MusicCard() { m_SongName = ""; m_SongPath = ""; m_SoundPlayer = null; m_Type = eCardType.UNDEFINED; }
public CardData(string _id, string _name, string _description, string _cardType) { Id = _id; CardType = (eCardType)Enum.Parse(typeof(eCardType), _cardType); Name = _name; Description = _description; }
public CardData(string _id, string _name, string _description, eCardType _cardType) { Id = _id; CardType = _cardType; Name = _name; Description = _description; }
//public CardData() //{ // m_Name = String.Empty; // m_Description = String.Empty; //} public CardData(CardData _cardData) { this.Id = _cardData.Id; this.CardType = _cardData.CardType; this.Name = _cardData.Name; this.Description = _cardData.Description; }
// 메소드 public void FormationCardsGrid(eGameCardSize eState,eBelong user,eCardType type) { int num = CardFindsNumCom(); if (num > 1) { } }
void Start() { SetCardInfo(null); //collider를 통해서 얻어와야 얻어짐...ㅠ.ㅠ var other = gameObject.GetComponent <Collider2D>().tag; if (other == "Player") { eBelongState = eBelong.PLAYER; eType = eCardType.CENTERSLOT; } }
public void InitCard(Sprite cardImg, eCardType type, int index, int rotateInfo) { _cardType = type; _cardImg.sprite = cardImg; _myIndex = index; _myTr.localEulerAngles = new Vector3(_myTr.localEulerAngles.x, _myTr.localEulerAngles.y, 90 * rotateInfo); _initZ = _myTr.localEulerAngles.z; _myRotateCount = 0; }
public List <CardInfo> GetTypeCards(eCardType type) { List <CardInfo> ret = new List <CardInfo>(); for (int i = 0; i < cards.Count; i++) { if (cards[i].ca.CardType == type) { ret.Add(cards[i]); } } return(ret); }
public static string GetName(this eCardType CardType) { switch (CardType) { case eCardType.Customer: return "Cliente"; case eCardType.Vendor: return "Fornecedor"; case eCardType.Lead: return "Lead"; default: return string.Empty; } }
public static string ToStringEnum(this eCardType CardType) { switch (CardType) { case eCardType.Customer: return strCustomer; case eCardType.Vendor: return strVendor; case eCardType.Lead: return strLead; default: return string.Empty; } }
public Card(ContentManager _content, ID _id, SpriteID _spriteId, eCardType _cardType) : base(_content, _id, _spriteId) { m_yellow_circle = new Sprite(SpriteManager.getInstance(_content).GetSprite(SpriteID.eff_y_circle)); m_yellow_circle.Scale = new Vector2(0.2f); m_yellow_circle.Origin = new Vector2(m_yellow_circle.Size.X / 2, m_yellow_circle.Size.Y / 2); m_backsideTexture = SpriteManager.getInstance(_content).GetTexture(SpriteID.CBackSide); m_frontsideTexture = SpriteManager.getInstance(_content).GetTexture(_spriteId); //this.CanATK = true; this.IsFaceUp = true; this.CardType = _cardType; this.Button = new Button(this.Sprite); this.Button.Position = this.Position; this.Button.ButtonEvent += new Action(Button_DoActionClick); this.Button.RightClick += new Action(Button_OnRightClick); this.Hovered += new CardHoveredEventHandle(Card_Hovered); }
//cái tham số mặc nhiên để tạm public Monster(ContentManager _content, SpriteID _spriteId, eCardType _cardType = eCardType.MONSTER) : base(_content, ID.CARD, _spriteId, _cardType) { this.Original = new MonsterCardData((MonsterCardData)CardProvider.GetInstance().GetCardById(_spriteId.ToString())); this.IsEffect = Original.IsEffect; this.Attribute = Original.Attribute; this.MonsterType = Original.MonsterType; this.Level = Original.Level; this.Atk = Original.Atk; this.Def = Original.Def; this.Rank = Original.Rank; this.PendulumScale = Original.PendulumScale; this.SpellSpeed = Original.SpellSpeed; this.CanATK = true; this.num_atk = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); this.num_def = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); this.num_slash = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); }
public Monster(ContentManager _content, SpriteID _spriteId, eCardType _cardType = eCardType.MONSTER)//cái tham số mặc nhiên để tạm : base(_content, ID.CARD, _spriteId, _cardType) { this.Original = new MonsterCardData((MonsterCardData)CardProvider.GetInstance().GetCardById(_spriteId.ToString())); this.IsEffect = Original.IsEffect; this.Attribute = Original.Attribute; this.MonsterType = Original.MonsterType; this.Level = Original.Level; this.Atk = Original.Atk; this.Def = Original.Def; this.Rank = Original.Rank; this.PendulumScale = Original.PendulumScale; this.SpellSpeed = Original.SpellSpeed; this.CanATK = true; this.num_atk = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); this.num_def = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); this.num_slash = new Num(_content, Vector2.Zero, SpriteID.font_710_whitenum); }
public bool Deserialize(JSON_ConceptCardParam json, MasterParam master = null) { this.iname = json.iname; this.name = json.name; this.expr = json.expr; this.type = (eCardType)json.type; this.icon = json.icon; this.rare = json.rare; this.sell = json.sell; this.en_cost = json.en_cost; this.en_exp = json.en_exp; this.en_trust = json.en_trust; this.trust_reward = json.trust_reward; this.first_get_unit = json.first_get_unit; this.is_override_lvcap = true; this.lvcap = json.lvcap; if (json.lvcap <= 0) { this.is_override_lvcap = false; RarityParam rarityParam = MonoSingleton <GameManager> .Instance.MasterParam.GetRarityParam(this.rare); if (rarityParam != null) { this.lvcap = (int)rarityParam.ConceptCardLvCap; } } if (json.effects != null) { this.effects = new ConceptCardEffectsParam[json.effects.Length]; for (int index = 0; index < json.effects.Length; ++index) { ConceptCardEffectsParam cardEffectsParam = new ConceptCardEffectsParam(); if (!cardEffectsParam.Deserialize(json.effects[index])) { return(false); } this.effects[index] = cardEffectsParam; } } this.not_sale = json.not_sale == 1; return(true); }
////슬롯에 오브젝트 카드를 위치 시킨다. public void SetCardInfo(Card newInfo,eBelong man,eCardType type) { eBelongState = man; eType = type; switch (type) { case eCardType.SLOT: if (newInfo != null) { cardInfo = newInfo; if (itemIcon == null) { itemIcon = transform.Find("ItemCard").GetComponentInChildren <Image>(); } string name = cardInfo.IconName; itemIcon.sprite = SpriteManager.GetSpriteByName("Sprite",name); itemIcon.enabled = true; ID = cardInfo.ID; Sp = newInfo.Spable; curLevelHp = newInfo.level; //null이 아닐때 gameobject null이면 false if (explainCard ?? false) { if (ID >= 1) { string iconName = GameData.Instance.UnityDatas[ID - 1].Name; string Spable = GameData.Instance.UnityDatas[ID - 1].SpAble; //특수 능력 int AtK_zone = GameData.Instance.UnityDatas[ID - 1].Atk_Zone; //성곽공격 int Up_Hp = GameData.Instance.UnityDatas[ID - 1].Up_Hp; int Up_atk = GameData.Instance.UnityDatas[ID - 1].Up_atk; txExplainCard.text = string.Format("\n\n{0}\n {1}\n 기지공격력:{2}\n 체력증가:{3}\n 공력증가:{4}\n",iconName,Spable,AtK_zone,Up_Hp,Up_atk); } } if (cardBack != null) { cardBack.enabled = true; } //ERROR ------->>>원인모름 //"Atk_Zone" 적 공격력 "Up_Hp"성벽Hp증가량 Up_atk":공격증가량, //"SpAble":"non" 특수능력 } else { cardInfo = null; itemIcon.enabled = false; if (cardBack != null) { cardBack.enabled = false; } } break; case eCardType.CENTERSLOT: if (newInfo != null) { cardInfo = newInfo; string name = cardInfo.IconName; if (itemIcon == null) { itemIcon = transform.Find("ItemCard").GetComponentInChildren <Image>(); } itemIcon.sprite = SpriteManager.GetSpriteByName("Sprite",name); itemIcon.enabled = true; ID = cardInfo.ID; Sp = newInfo.Spable; plus = GameData.Instance.UnityDatas[ID - 1].Up_Hp; PlusHp(); curLevelHp = newInfo.level; gameObject.transform.localScale = new Vector3(2,2,1); } else { cardInfo = null; itemIcon.enabled = false; gameObject.transform.localScale = new Vector3(1,1,1); if (explainCard ?? false) { string iconName = null; string Spable = null; int AtK_zone = 0; int Up_Hp = 0; int Up_atk = 0; txExplainCard.text = string.Format("\n\n{0}\n {1}\n 기지공격력:{2}\n 체력증가:{3}\n 공력증가:{4}\n",iconName,Spable,AtK_zone,Up_Hp,Up_atk); } } break; } }
////슬롯에 오브젝트 카드를 위치 시킨다. public void SetCardInfo(Card newInfo,eCardType type) { //Debug.Log("--------SetCardInfo(Card newInfo, eCardType type)----------"); switch (type) { case eCardType.SLOT: eType = type; if (newInfo != null) { cardInfo = newInfo; string name = cardInfo.IconName; if (itemIcon == null) { itemIcon = transform.Find("ItemCard").GetComponentInChildren <Image>(); } itemIcon.sprite = SpriteManager.GetSpriteByName("Sprite",name); itemIcon.enabled = true; ID = cardInfo.ID; Sp = newInfo.Spable; curLevelHp = newInfo.level; Debug.Log("setCardInfo ID : " + ID); //처음 생성될때는 적용되지 안고 있음 if (cardBack != null) { cardBack.enabled = true; } } else { cardInfo = null; itemIcon.enabled = false; if (cardBack != null) { cardBack.enabled = false; } } break; case eCardType.CENTERSLOT: eType = type; if (newInfo != null) { cardInfo = newInfo; string name = cardInfo.IconName; if (itemIcon == null) { itemIcon = transform.Find("ItemCard").GetComponentInChildren <Image>(); } itemIcon.sprite = SpriteManager.GetSpriteByName("Sprite",name); itemIcon.enabled = true; ID = cardInfo.ID; Sp = newInfo.Spable; plus = GameData.Instance.UnityDatas[ID - 1].Up_Hp; PlusHp(); curLevelHp = newInfo.level; gameObject.transform.localScale = new Vector3(2,2,1); //"Atk_Zone" 적 공격력 "Up_Hp"성벽Hp증가량 Up_atk":공격증가량, //"SpAble":"non" 특수능력 if (explainCard ?? false) { if (ID >= 1) { //Debug.Log(" GameCardSlot ----ID :" + ID); string iconName = GameData.Instance.UnityDatas[ID - 1].Name; string Spable = GameData.Instance.UnityDatas[ID - 1].SpAble; //특수 능력 int AtK_zone = GameData.Instance.UnityDatas[ID - 1].Atk_Zone; //성곽공격 int Up_Hp = GameData.Instance.UnityDatas[ID - 1].Up_Hp; int Up_atk = GameData.Instance.UnityDatas[ID - 1].Up_atk; txExplainCard.text = string.Format("\n\n{0}\n {1}\n 기지공격력:{2}\n 체력증가:{3}\n 공력증가:{4}\n",iconName,Spable,AtK_zone,Up_Hp,Up_atk); } } } else { cardInfo = null; itemIcon.enabled = false; gameObject.transform.localScale = new Vector3(1,1,1); } break; } }
internal void Refresh() { DMUtils.BuildList <UILevelButton, DLevel>(OnBuildButton, Data.level.ToArray(), btnLevel.gameObject, btnLevel.transform.parent); btnLevels.onClick.RemoveAllListeners(); btnLevels.onClick.AddListener(() => { animations.Play("menu_slide_levels"); }); btnPlay.onClick.RemoveAllListeners(); btnPlay.onClick.AddListener(() => { StartLevel(); }); btnMoodA.onClick.RemoveAllListeners(); btnMoodA.onClick.AddListener(() => { currentCategory = eCardType.moodA; BuildDeck(); }); btnMoodB.onClick.RemoveAllListeners(); btnMoodB.onClick.AddListener(() => { currentCategory = eCardType.moodB; BuildDeck(); }); btnMoodC.onClick.RemoveAllListeners(); btnMoodC.onClick.AddListener(() => { currentCategory = eCardType.moodC; BuildDeck(); }); btnCombo.onClick.RemoveAllListeners(); btnCombo.onClick.AddListener(() => { currentCategory = eCardType.Combo; BuildDeck(); }); btnAction.onClick.RemoveAllListeners(); btnAction.onClick.AddListener(() => { currentCategory = eCardType.Action; BuildDeck(); }); btnAll.onClick.RemoveAllListeners(); btnAll.onClick.AddListener(() => { currentCategory = eCardType.All; BuildDeck(); }); animations.Play("menu_slide_levels"); BuildDeck(); }
private void ShowCards(eCardType type) { List <CardInfo> infos = pCardMgr.GetTypeCards(type); UpdateCards(infos); }
}//Method END //계산식 전체 크기를 벗어나지 않는 메소드 public void FormationCardsArcCom(eGameCardSize eState,eBelong user,eCardType type) { //카드의 숫자를 넘겨 받습니다. int num = CardFindsNumCom(); if (num > 1) { //value 는 길이 float curWidth = maxRimited - fade - width; //value 는 길이 float widthEa = curWidth / num; //마지막 카드의 배치좌표 float endPosition = 0.5f * (maxRimited - width - fade); //카드가 기울어질 최대각도 float maxRot = -10; //Sin의 한번 반복량 float rot = 180 / (num - 1); //기울기 량 float angle = (maxRot * 2) / (num - 1); //아크의 곡선량*y값의 비율 float amount = 70f; //할당 너비보다 카드가 크다면 겹쳐져야 한다. if (widthEa <= width) { //첫카드의 배치좌표 410 //전체 보정값이 필요함 (endPos - lastCard)/2 float startPos = -1 * (0.5f * (maxRimited - width - fade)); float cha = width - widthEa; float lastCardPos = startPos + ((num - 1) * widthEa); float startFull = startPos + (endPosition - lastCardPos) / 2; //전체좌표를 적용해야 된다. //하나의 카드의 중심좌표로 배치하는가? 즉 Anchor을 파악해야된다. for (int i = 0; i < num; i++) { float curAng = i * rot; //반대편 if (curAng > 90) { curAng = 180 - (i * rot); } Vector3 moveTarget = new Vector3(startFull + (i * widthEa),amount * Mathf.Sin(curAng * Mathf.Deg2Rad) * -1,0); //cardsLength[i].gameObject.transform.localPosition = new Vector3(startFull + (i * widthEa), amount * Mathf.Sin(curAng * Mathf.Deg2Rad) * -1, 0); float curAngle = maxRot - i * angle; //-20 ~ 20 Quaternion rotation = Quaternion.Euler(0,0,curAngle); cardsLength[i].gameObject.transform.localRotation = Quaternion.Euler(0,0,curAngle); cardsLength[i].CardSetSize(eState); cardsLength[i].eBelongState = eBelong.COM; cardsLength[i].eType = eCardType.SLOT; //TODO: 출발하는 위치 값을 여기서 설정해 주어야 한다. iTween.MoveTo(cardsLength[i].gameObject,iTween.Hash("islocal",true, "position",moveTarget, "oncompletetarget",cardsLength[i].gameObject, "time",0.5f, "easetype","easeOutQuart") ); } } else if (widthEa > width) { //공간이 많이 남을때 float startPos = 0 - 0.5f * (maxRimited); //카드 사이의 공간 float aSpace = curWidth / (num + 1) - num * width / (num + 1); //공간이 남는다면 공간의 여백을 더 추가 해 줘야 한다. for (int i = 0; i < num; i++) { //cardsLength[i].gameObject.transform.localPosition = new Vector3(startPos + aSpace + width + (i * (width + aSpace)), 0, 0); Vector3 moveTarget = new Vector3(startPos + aSpace + width + (i * (width + aSpace)),0,0); iTween.MoveTo(cardsLength[i].gameObject,iTween.Hash("islocal",true, "position",moveTarget, "oncompletetarget",cardsLength[i].gameObject, "time",0.5f, "easetype","easeOutQuart") ); } } } //IF END }