public void ReceiveCardFromPlayer(GameObject card) { usedCardList[usedCardList.Count - 1].transform.position = usedCardPos + new Vector3(0.0f, 0.0f, 1.0f); usedCardList.Add(card); card.GetComponent <Card>().SetCardOwner(CARD_OWNER.DECK); currCardNum = card.GetComponent <Card>().GetCardNum(); currType = card.GetComponent <Card>().GetCardType(); currCardDam = card.GetComponent <Card>().GetCardDamage(); sumCardDam += currCardDam; card.transform.parent = this.transform; card.transform.position = usedCardPos; if (currCardNum == 7) { ui7.gameObject.SetActive(true); SetPlayerTurn(14); return; } SetCurrentTypeText(); SetTotalDamText(); //Debug.Log(player.playerDeck.Count); if (player.playerDeck.Count == 0) { SetWinner(0); } if (enemy.enemyDeck.Count == 0) { SetWinner(1); } SetPlayerTurn(currCardNum); }
public void SetSpadeType() { currType = CARD_TYPE.SPADE; ui7.gameObject.SetActive(false); SetPlayerTurn(15); SetCurrentTypeText(); }
void InitDeck() { // 첫 장을 뽑아서 usedCardList에 옮긴다 usedCardList.Add(deck[deck.Count - 1]); Debug.Log(deck[deck.Count - 1].gameObject.name); deck.RemoveAt(deck.Count - 1); usedCardList[0].gameObject.transform.position = usedCardPos; usedCardList[0].GetComponent <Card>().SetCardOwner(CARD_OWNER.USED); currType = usedCardList[0].GetComponent <Card>().GetCardType(); currCardNum = usedCardList[0].GetComponent <Card>().GetCardNum(); currCardDam = 0; SetCurrentTypeText(); SetTotalDamText(); for (int i = 0; i < 5; i++) { if (player) { player.AddCard(deck[deck.Count - 1]); //deck[deck.Count - 1].GetComponent<Card>().SetCardOwner(CARD_OWNER.PLAYER); deck[deck.Count - 1].transform.parent = player.gameObject.transform; Debug.Log(deck[deck.Count - 1].gameObject.name + " " + deck[deck.Count - 1].GetComponent <Card>().GetCardOwner()); deck.RemoveAt(deck.Count - 1); } if (enemy) { enemy.AddCard(deck[deck.Count - 1]); //deck[deck.Count - 1].GetComponent<Card>().SetCardOwner(CARD_OWNER.ENEMY); deck[deck.Count - 1].transform.parent = enemy.gameObject.transform; Debug.Log(deck[deck.Count - 1].gameObject.name + " " + deck[deck.Count - 1].GetComponent <Card>().GetCardOwner()); deck.RemoveAt(deck.Count - 1); } } SetCntText(); }
public void SetHeartType() { currType = CARD_TYPE.HEART; ui7.gameObject.SetActive(false); SetPlayerTurn(15); SetCurrentTypeText(); }
public void NextQuarter() { // Card Select _gameState = GAME_STATE.CARD_SELECT; // Next Quarter _quarter++; _attribute = (CARD_TYPE)Random.Range(0, (int)CARD_TYPE.END); _uiRound.SetRound(_quarter, (int)_attribute); // Select View Initialize_SelectView(); // 내 카드 강화 Card myCard = _myDeck.Get_SelectedCard(); if (null != myCard) { myCard.Enhance(true); myCard.onDeSelected(); } // 적 카드 강화 Card enemyCard = Singleton.aiManager.Get_CardToEnhance(_enemyDeck.Get_Deck()); if (null != enemyCard) { enemyCard.Enhance(true); } }
public void SetCardInfo(Card card) { gameObject.SetActive(true); transform.localPosition = new Vector2( Mathf.Clamp(card.transform.localPosition.x, -230f, 230f), 260f); CARD_TYPE type = card._cardType; _label.text = Constants.ATTRIBUTE_NAME[(int)type]; _image.spriteName = SpriteName[(int)type]; float fDamage = 0f; for (int i = 0; i < (int)CARD_TYPE.END; ++i) { fDamage = BattleManager.Get_Damage (card, Singleton.inGameManager._uiPlayer, (CARD_TYPE)i ); _damageExpcected[i].text = fDamage.ToString(); _damageExpcected[i].color = (fDamage == 0f) ? Color.red : Color.white; if (card._cardType == Singleton.inGameManager._attribute && fDamage != 0f) { _damageExpcected[i].color = Color.green; } } }
public void SetDiamondType() { currType = CARD_TYPE.DIAMOND; ui7.gameObject.SetActive(false); SetPlayerTurn(15); SetCurrentTypeText(); }
public void addCard(CARD_TYPE cType, Card addCard) //타입에 맞게 카드 추가 { if (cType == CARD_TYPE.ROCK) { if (myCardList[0].Count >= slotCount) { myCardList[0].RemoveAt(slotCount - 1); //슬롯 갯수를 넘어서면 delete } myCardList[0].Add(addCard); BehindCardCount[0] = myCardList[0].Count; } else if (cType == CARD_TYPE.SCISSORS) { if (myCardList[1].Count >= slotCount) { myCardList[1].RemoveAt(slotCount - 1); } myCardList[1].Add(addCard); BehindCardCount[1] = myCardList[1].Count; } else if (cType == CARD_TYPE.PAPER) { if (myCardList[2].Count >= slotCount) { myCardList[2].RemoveAt(slotCount - 1); } myCardList[2].Add(addCard); BehindCardCount[2] = myCardList[2].Count; } }
public static float Get_Damage(Card card, UI_Parent player, CARD_TYPE enemyType) { float damage = 0f; CARD_TYPE myType = card._cardType; BATTLE_RESULT result = Get_BattleResult(myType, enemyType); // Character float AD = player._ad; float TC = ParserManager.TC[(int)myType][(int)result]; float TE = (card._bEnhanced) ? ParserManager.TE[(int)myType] : 1f; // Item float AP = 0f; // Stage float FC = (Singleton.inGameManager._attribute == myType) ? ParserManager.FC : 1f; float QC = ParserManager.QC[Singleton.inGameManager._quarter]; damage = (AD + AP) * TC * TE * FC * QC; damage = Mathf.Round(damage); // Log LogManager.Log("Type Counter : " + TC + " Type Enhanced : " + TE + " Field Control : " + FC + " Quarter Control : " + QC + " Total Damage : " + damage); return(damage); }
public void SendCardFromDeck(GameObject card) { if (!isPlayerTurn) { return; } int curNum = board.GetCurrNum(); CARD_TYPE curType = board.GetCurrCardType(); int curCardDam = board.GetCurrCardDam(); int cardNum = card.GetComponent <Card>().GetCardNum(); CARD_TYPE cardType = card.GetComponent <Card>().GetCardType(); int cardDam = card.GetComponent <Card>().GetCardDamage(); if (curNum == cardNum || curType == cardType || cardType == CARD_TYPE.JOKER || curType == CARD_TYPE.JOKER) { if (curCardDam <= cardDam) { playerDeck.Remove(card); board.ReceiveCardFromPlayer(card); maxListOffset = (playerDeck.Count - 1) / 10; if (maxListOffset < currListOffset) { currListOffset = maxListOffset; } SetCardPos(); SetCntText(); } } }
// Costruttore per carte di tipo vincita/perdita o di movimento verso una casella public Card(CARD_TYPE CardType, string Description, CARD_COLOR CardColor, float Value) { this.CardType = CardType; this.Description = Description; this.CardColor = CardColor; this.Value = Value; }
public static int GetChipBasedDataBlockNumber(CARD_TYPE _cardType, int _sectorNumber, int _dataBlockNumberSectorBased) { int blockCount = 0; int dataBlockNumberChipBased = 0; switch (_cardType) { case CARD_TYPE.Mifare1K: blockCount = 4; break; case CARD_TYPE.Mifare2K: break; case CARD_TYPE.Mifare4K: blockCount = (_sectorNumber <= 31 ? 4 : 16); break; } dataBlockNumberChipBased = _sectorNumber <= 31 ? (((_sectorNumber + 1) * blockCount) - (blockCount - dataBlockNumberChipBased)) : ((128 + (_sectorNumber - 31) * blockCount) - (blockCount - dataBlockNumberChipBased)); return(dataBlockNumberChipBased + _dataBlockNumberSectorBased); }
public void Select_Attribute(GameObject obj) { switch (obj.name) { case "Attack": _cardType = CARD_TYPE.ATTACK; break; case "Shield": _cardType = CARD_TYPE.SHIELD; break; case "Heal": _cardType = CARD_TYPE.HEAL; break; default: _cardType = CARD_TYPE.END; break; } sprAttribute.spriteName = _strAttribute[(int)_cardType]; Show_Select(false); }
public void SetCloverType() { currType = CARD_TYPE.CLOVER; ui7.gameObject.SetActive(false); SetPlayerTurn(15); SetCurrentTypeText(); }
public void SetCard(CARD_TYPE type, CARD_COLOR color, string value) { this.type = type; this.color = color; this.valueStr = value; this.value = valueMap[this.valueStr]; switch (this.valueStr) { case "5": { this.point = 5; } break; case "10": case "K": { this.point = 10; } break; case "봉": { this.point = -25; } break; case "용": { this.point = 25; } break; default: { this.point = 0; } break; } int colorValue = (int)color; centerText.text = valueStr; background.sprite = backgroundList[(int)type]; leftIcon.sprite = rightIcon.sprite = IconList[colorValue]; centerText.color = leftText.color = rightText.color = colorList[colorValue]; leftText.text = rightText.text = valueStr.ToString(); siblingIdx = transform.GetSiblingIndex(); if (this.color == CARD_COLOR.NONE) { leftIcon.enabled = false; rightIcon.enabled = false; } }
public void SetCard(int iNum, CARD_TYPE cardType = CARD_TYPE.END) { _iNum = iNum; txtNum.text = _iNum.ToString(); _cardType = cardType; sprAttribute.spriteName = _strAttribute[(int)_cardType]; }
// 게임 시작! public void GameStart() { _gameState = GAME_STATE.CARD_SELECT; _attribute = (CARD_TYPE)Random.Range(0, (int)CARD_TYPE.END); _uiRound.SetRound(_quarter, (int)_attribute); _enemyDeck.Set_Deck(Singleton.aiManager.Get_EnemyTypeRandom()); // 적 카드 (PVE) }
public void Set_BattleInfo(CARD_TYPE myType, int iMyNum, CARD_TYPE yourType, int iYourNum, int RandNum) { sprMyAttribute.spriteName = _strAttribute[(int)myType]; txtMyNum.text = iMyNum.ToString(); sprYourAttribute.spriteName = _strAttribute[(int)yourType]; txtYourNum.text = iYourNum.ToString(); txtRandNum.text = RandNum.ToString(); }
public CardBase(uint card_id, uint only_id) { CardID = card_id; CardKeyID = only_id; if (card_id == 30 || (card_id >= 21 && card_id <= 26)) { CardType = CARD_TYPE.WEAPON; } }
public CARD_TYPE[] Get_EnemyTypeRandom() // 5개 카드속성 return { CARD_TYPE[] type = new CARD_TYPE[Constants.DECK_MAX_COUNT]; for (int i = 0; i < type.Length; ++i) { type[i] = (CARD_TYPE)(Random.Range(0, (int)CARD_TYPE.END)); } return(type); }
public static BATTLE_RESULT Get_BattleResult(CARD_TYPE myType, CARD_TYPE enemyType) { BATTLE_RESULT result = BATTLE_RESULT.END; if (myType == CARD_TYPE.ATTACK) { if (enemyType == CARD_TYPE.ATTACK) { result = BATTLE_RESULT.DRAW; } else if (enemyType == CARD_TYPE.DEFEND) { result = BATTLE_RESULT.LOSE; } else if (enemyType == CARD_TYPE.HEAL) { result = BATTLE_RESULT.WIN; } } else if (myType == CARD_TYPE.DEFEND) { if (enemyType == CARD_TYPE.ATTACK) { result = BATTLE_RESULT.WIN; } else if (enemyType == CARD_TYPE.DEFEND) { result = BATTLE_RESULT.DRAW; } else if (enemyType == CARD_TYPE.HEAL) { result = BATTLE_RESULT.LOSE; } } else if (myType == CARD_TYPE.HEAL) { if (enemyType == CARD_TYPE.ATTACK) { result = BATTLE_RESULT.LOSE; } else if (enemyType == CARD_TYPE.DEFEND) { result = BATTLE_RESULT.WIN; } else if (enemyType == CARD_TYPE.HEAL) { result = BATTLE_RESULT.DRAW; } } return(result); }
// 5개 카드 선택 public void SetMyCard(Card[] myCard) { CARD_TYPE[] type = new CARD_TYPE[myCard.Length]; for (int i = 0; i < myCard.Length; ++i) { type[i] = myCard[i]._cardType; } _myDeck.Set_Deck(type); (Singleton.popUpManager.Get_PopUp("SystemMessage") as SystemMessage).ShowMessage("Ready", 1f, false); (Singleton.popUpManager.Get_PopUp("SystemMessage") as SystemMessage).SetCallBackFunc(gameObject, "GameStart"); }
public void SetType(CARD_TYPE type, bool bEnhance = false) { for (int i = 0; i < objType.Length; ++i) { if (i == (int)type) { _objType[i].SetActive(true); } else { _objType[i].SetActive(false); } } enhance.SetActive(bEnhance); }
void Create_BattleInfo(CARD_TYPE myType, int iMyNum, CARD_TYPE yourType, int iYourNum) { GameObject obj = GameObject.Instantiate(Resources.Load("Prefab/BattleInfo") as GameObject, Vector3.zero, Quaternion.identity); obj.transform.SetParent(_grid.transform); obj.transform.localScale = new Vector3(1f, 1f, 1f); obj.transform.SetAsFirstSibling(); _grid.Reposition(); _scrollview.ResetPosition(); BattleInfo battleInfo = obj.GetComponent <BattleInfo>(); battleInfo.Set_BattleInfo(myType, iMyNum, yourType, iYourNum, _randomNumbers[_iBattleRound]); }
public void Set_CardType(CARD_TYPE type) { _cardType = type; for (int i = 0; i < objType.Length; ++i) { if (i == (int)type) { objType[i].SetActive(true); } else { objType[i].SetActive(false); } } }
void ConvertListSlotsToDict() { for (int i = 0; i < slotOnTable.Count; i++) { CARD_TYPE type = slotOnTable[i].type; if (_cards.ContainsKey(type)) { AddEmptySlotToExistListInDictionary(slotOnTable[i]); } else { AddSlotAsNewKeyInDirection(slotOnTable[i]); } } }
public void SetCard(CARD_TYPE type, int number) { m_Type = type; m_Number = number; if (number == 1) // A카드 { m_Damage = 4; } if (number == 2) { m_Damage = 2; } if (type == CARD_TYPE.JOKER) { m_Damage = 7; } }
/// <summary> /// カードのTypeごとに取得したい文字列 /// </summary> /// <param name="type"></param> /// <returns></returns> public string GetCardString(CARD_TYPE type) { string str = ""; switch (type) { case CARD_TYPE.spade: str = "spade"; break; case CARD_TYPE.club: str = "club"; break; case CARD_TYPE.heart: str = "heart"; break; case CARD_TYPE.diamond: str = "diamond"; break; } return(str); }
/// <summary> /// カードの設定を行う /// </summary> /// <param name="type"></param> /// <param name="id"></param> public void SetCard(CARD_TYPE type, int id) { id = Mathf.Clamp(id, 1, 13); if (atlas != null) { Sprite sp = atlas.GetSprite( string.Format( imageName, GetCardString(type), id.ToString("00") ) ); card.sprite = sp; } card_type = type; card_id = id; SetWakuActive = false; }
public List <Card> GetCard(CARD_TYPE cType) { if (cType == CARD_TYPE.ROCK) { return(myCardList[0]); // } else if (cType == CARD_TYPE.SCISSORS) { return(myCardList[1]); } else if (cType == CARD_TYPE.PAPER) { return(myCardList[2]); } else { return(null); } }
private int GetIntFromCardType(CARD_TYPE ct) { int iRes = -1; switch (ct) { case CARD_TYPE.PRE_PAY: { iRes = 1; break; } case CARD_TYPE.POST_PAY: { iRes = 2; break; } } return(iRes); }
// Costruttore per carte di tipo generico public Card(CARD_TYPE CardType, string Description, CARD_COLOR CardColor) { this.CardType = CardType; this.Description = Description; this.CardColor = CardColor; }