private void Awake() { Process = eGameProcess.End; PlayerHands = new ePlayerHand[2]; LastWonPlayer = 0; ResetTurn(); }
private void StartTurn() { Debug.Log("턴을 시작합니다!"); EndTurn(); Process = eGameProcess.Running; // 이 순서를 절대 바꾸면 안됩니다! targetPlayer = 0; StartCoroutine(TurnProcess()); }
public void ChangeProcess(eGameProcess process) { context.PreGameProcess = context.GameProcess; context.GameProcess = process; //GameSetting.Start(); AsyncOperation sceneOperation = sceneSystem.ChangeState(eScene.Login); sceneOperation.completed += onSceneLoadDone; AsyncOperation uiOperation = uiSystem.ChangeState(eUIState.Login); uiOperation.completed += onUILoadDone; }
public void ChangeProcess(eGameProcess process) { context.PreGameProcess = context.GameProcess; context.GameProcess = process; //GameSetting.Start(); AsyncOperation sceneOperation = sceneSystem.ChangeState(eScene.Login); sceneOperation.completed += onSceneLoadDone; switch (process) { case eGameProcess.Login: uiController.OpenUI((int)eUIImplement.Login); loginAdapter.OnLoginAck += onLoginAck; break; } }
public GameProcessContext() { PreGameProcess = eGameProcess.None; GameProcess = eGameProcess.None; }
private void EndTurn() { Process = eGameProcess.End; StopCoroutine(TurnProcess()); ResetTurn(); }