void Start() { Enemystat = gameObject.GetComponent <EnemyScripts>(); csc = gameObject.GetComponent <Cardsc>(); batsys = gameObject.GetComponent <BattleSystem>(); sm = gameObject.GetComponent <Sommon>(); ma = gameObject.GetComponent <MobAnime>(); Lookimg = LookCard.GetComponent <Image>(); Power = Powergo.GetComponent <Text>(); HP = HPgo.GetComponent <Text>(); SommonMonster[0].SetActive(false); SommonMonster[1].SetActive(false); SommonMonster[2].SetActive(false); StatusNBuff[0].SetActive(false); StatusNBuff[1].SetActive(false); StatusNBuff[2].SetActive(false); Sommoned[0] = false; Sommoned[1] = false; Sommoned[2] = false; ons = false; isOn = false; mobAttackturn = 0; Updating(); StartSommonEnemy(); }
private void Start() { batsys = gameObject.GetComponent <BattleSystem>(); Lookimg = LookCard.GetComponent <Image>(); rts = Arrows.GetComponent <RectTransform>(); ab = gameObject.GetComponent <AnemyBattle>(); ma = gameObject.GetComponent <MobAnime>(); csc = gameObject.GetComponent <Cardsc>(); Dm = gameObject.GetComponent <DamageSystem>(); Power = Powergo.GetComponent <Text>(); HP = HPgo.GetComponent <Text>(); SommonMonster[0].SetActive(false); SommonMonster[1].SetActive(false); SommonMonster[2].SetActive(false); Sommoned[0] = false; Sommoned[1] = false; Sommoned[2] = false; StatusNBuff[0].SetActive(false); StatusNBuff[1].SetActive(false); StatusNBuff[2].SetActive(false); BuffExp.SetActive(false); ons = false; isOn = false; Seleting = false; isExplain = false; xpos = 0f; Updating(); }
void Start() { Energy = 3; maxEnergy = Energy; Color color = Announce.color; color.a = 0; Announce.color = color; AATC = 0; CopyState(); DeckSame(); AnemyBattle anemyBattle = GameObject.Find("Systems").GetComponent <AnemyBattle>(); ue = gameObject.GetComponent <UIEffect>(); csc = gameObject.GetComponent <Cardsc>(); sommon = gameObject.GetComponent <Sommon>(); for (int i = 0; i < 10; i++) { CardImage[i].SetActive(false); } StartCoroutine("FirstTurnDrow"); }
public void CardDraw() { csc.CardReloading(); int b = Random.Range(0, deckcards - 1); if (BDeck[b].Cards != null) { for (int j = 0; j < 10; j++) { if (Hand[j].Cards == null) { Cardsc csc = gameObject.GetComponent <Cardsc>(); Hand[j] = BDeck[b]; csc.Costs[j].text = "" + Hand[j].CardsRCost; csc.Power[j].text = "" + Hand[j].CardsRPower; Text tx = csc.HPgo[j].GetComponent <Text>(); tx.text = "" + Hand[j].CardsRHP; BDeck[b].Cards = null; BDeck[b].CardsOGCost = 0; BDeck[b].CardsRCost = 0; BDeck[b].CardsOGPower = 0; BDeck[b].CardsRPower = 0; BDeck[b].CardsOGHP = 0; BDeck[b].CardsRHP = 0; CardReload(b); HandCount++; ue.CardDrowEffect(j + 1); HandCard(); deckcards--; break; } else if (Hand[9].Cards != null) { BDeck[b].Cards = null; BDeck[b].CardsOGCost = 0; BDeck[b].CardsRCost = 0; BDeck[b].CardsOGPower = 0; BDeck[b].CardsRPower = 0; BDeck[b].CardsOGHP = 0; BDeck[b].CardsRHP = 0; Announce.text = "카드를 더 이상 뽑을 수 없어 카드가 소멸됩니다."; StopCoroutine("AnnounceAppear"); StopCoroutine("AnnounceDisappear"); AATC = 0; StartCoroutine("AnnounceAppear"); CardReload(b); deckcards--; break; } } } else if (BDeck[0].Cards == null) { Announce.text = "덱에 카드가 없어 피해를 받습니다!"; StopCoroutine("AnnounceAppear"); StopCoroutine("AnnounceDisappear"); AATC = 0; StartCoroutine("AnnounceAppear"); } for (int i = 0; i < 10; i++) { if (Hand[i].Cards != null) { if (Hand[i].CardsRCost <= Energy) { CarduseCant = false; break; } } else { CarduseCant = true; break; } } }