Пример #1
0
 public void SetCard(CardSelectState mine, CardSelectState rival, float atk, float grd)
 {
     myCard    = mine;
     rivalCard = rival;
     attack    = atk;
     guard     = grd;
 }
Пример #2
0
 public void ChangeCardSelectState(CardSelectState state)
 {
     if (cardSelectState != CardSelectState.None)
     {
         //カードを下に戻すアニメーション'
         MoveCardUp(StateToGameObject(cardSelectState), false);
     }
     cardSelectState = state;
     MoveCardUp(StateToGameObject(state), true);
 }
Пример #3
0
    GameObject StateToGameObject(CardSelectState state)
    {
        switch (state)
        {
        case CardSelectState.Card1:
            return(Card1);

        case CardSelectState.Card2:
            return(Card2);

        case CardSelectState.Card3:
            return(Card3);

        default:
            return(null);
        }
    }
Пример #4
0
    private void ReturnResult(MyResultState state, CardSelectState card)
    {
        quizSceneManager.rivalCard = card;
        switch (state)
        {
        case MyResultState.OnlyAnswer:
            quizSceneManager.SetResultState(MyResultState.OnlyAnswer);
            break;

        case MyResultState.IsFast:
            quizSceneManager.SetResultState(MyResultState.IsFast);

            break;

        case MyResultState.IsSlow:
            quizSceneManager.SetResultState(MyResultState.IsSlow);

            break;
        }
    }
Пример #5
0
    public void RivalCardShow(CardSelectState rivalCard)
    {
        switch (rivalCard)
        {
        case CardSelectState.Card1:
            RivalCard1.GetComponent <RectTransform>().DOLocalMoveY(-50f, moveTime);
            RivalCardSelected = RivalCard1;
            break;

        case CardSelectState.Card2:
            RivalCard2.GetComponent <RectTransform>().DOLocalMoveY(-50f, moveTime);
            RivalCardSelected = RivalCard2;
            break;

        case CardSelectState.Card3:
            RivalCard3.GetComponent <RectTransform>().DOLocalMoveY(-50f, moveTime);
            RivalCardSelected = RivalCard3;
            break;
        }
    }
Пример #6
0
    public float StateToFloat(CardSelectState card, bool isMine, bool isAtk)
    {
        switch (card)
        {
        case CardSelectState.Card1:
            i = 0;
            break;

        case CardSelectState.Card2:
            i = 1;
            break;

        case CardSelectState.Card3:
            i = 2;
            break;
        }
        if (isMine)
        {
            if (isAtk)
            {
                return(myCardAttack[i]);
            }
            else
            {
                return(myCardGuard[i]);
            }
        }
        else
        {
            if (isAtk)
            {
                return(rivalCardAttack[i]);
            }
            else
            {
                return(rivalCardGuard[i]);
            }
        }
    }
Пример #7
0
    void SendTimeRPC(float time, int answer, CardSelectState card)
    {
        otherTime = time;
        quizSceneManager.rivalCard      = card;
        quizSceneManager.rivalAnswerNum = answer;
        quizSceneManager.isRivalCorrect = quizSceneManager.IsAnswerCorrect(answer);
        //いい感じに分岐
        if (myTime == 0)
        {
            //相手から呼ばれたときに自分がまだ答えていない(mytimeが0)なら
            _photonView.RPC("ReturnResult", PhotonTargets.Others, MyResultState.OnlyAnswer, cardUIManager.cardSelectState);
            quizSceneManager.SetResultState(MyResultState.RivalAnswer);
            //自分のコルーチンは止まってゲージが止まる
            quizUIManager.otherAnswered = true;
            //負けUIアクションなどの更新
            //quizUIManager.LoseUIAction();
        }
        else if (myTime != 0)
        {
            //相手から呼ばれたときに自分が答えていたら
            //送られてきたタイムと比較して分岐

            //相手のタイマーバーを更新

            if (myTime < time)
            {
                //自分の方が遅ければ、相手に早かったって信号を送って自分には遅かった時の処理
                _photonView.RPC("ReturnResult", PhotonTargets.Others, MyResultState.IsFast);
                SendMeResult(MyResultState.IsSlow);
            }
            else if (myTime <= time)
            {//自分の方が早ければ、相手に早かったって信号を送って自分には早かった時の処理
                _photonView.RPC("ReturnResult", PhotonTargets.Others, MyResultState.IsSlow);
                SendMeResult(MyResultState.IsFast);
            }
        }
        //callback();
    }
Пример #8
0
 public void SendAllAnswerTime(float time, int answerNum, CardSelectState card)
 {
     myTime = time;
     Debug.Log(myTime);
     _photonView.RPC("SendTimeRPC", PhotonTargets.Others, time, answerNum, card);
 }