public void SetCard(CardSelectState mine, CardSelectState rival, float atk, float grd) { myCard = mine; rivalCard = rival; attack = atk; guard = grd; }
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); }
GameObject StateToGameObject(CardSelectState state) { switch (state) { case CardSelectState.Card1: return(Card1); case CardSelectState.Card2: return(Card2); case CardSelectState.Card3: return(Card3); default: return(null); } }
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; } }
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; } }
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]); } } }
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(); }
public void SendAllAnswerTime(float time, int answerNum, CardSelectState card) { myTime = time; Debug.Log(myTime); _photonView.RPC("SendTimeRPC", PhotonTargets.Others, time, answerNum, card); }