public void Init(List <Poring> porings, PrototypeGameMode gameMode) { m_gameMode = gameMode; Cells.ForEach(cell => cell.gameObject.SetActive(false)); for (int i = 0; i < porings.Count; i++) { var cell = Cells[i]; cell.Init(porings[i]); cell.gameObject.SetActive(true); } // m_gameMode.ObserveEveryValueChanged(g => g.IndexCurrentPlayer, FrameCountType.FixedUpdate).Subscribe(i => // { // string s = (PhotonNetwork.LocalPlayer.GetPlayerNumber() == i) ? "You turn!!" : "Wait..."; // Turn.text = $"Round : {m_gameMode.Turn} \n<color=#FF0000>{s}</color>"; // }); m_gameMode.ObserveEveryValueChanged(g => g.Turn, FrameCountType.FixedUpdate).Subscribe(i => { string s = (PhotonNetwork.LocalPlayer.GetPlayerNumber() == m_gameMode.IndexCurrentPlayer) ? "You turn!!" : "Wait..."; Turn.text = $"Round : {i} \n<color=#FF0000>{s}</color>"; }); }
private void SetUpDiceBtn(int index, PrototypeGameMode gameMode) { diceControl.isRollFinish = true; diceControl.GetComponent <Button>().interactable = true; diceControl.PoringIndex = index; diceControl.GameMode = gameMode; }
public override void OnActivate(Poring poring, Poring targetPoring = null, Node targetNode = null, List <Node> nodeList = null) { gameMode = (PrototypeGameMode)PrototypeGameMode.Instance; if (targetPoring != null || targetNode != null) { GameObject target = (targetPoring != null) ? targetPoring.gameObject : targetNode.gameObject; poring.transform.LookAt(target.transform.position); } SkillEffectActivate(poring, targetPoring, targetNode); }
public override void OnFinish(Poring poring, Node node) { PrototypeGameMode gameMode = PrototypeGameMode.Instance; List <Node> nodes = new List <Node>(); foreach (var n in gameMode.Nodes) { if (n != node && n.TileProperty.Type == TileType.WarpOut) { nodes.Add(n); } } WarpTo(poring, nodes[0]); }
public void ActiveCurrentPoringTurn(Poring poring, int index, PrototypeGameMode gameMode) { if (this.gameMode == null) { this.gameMode = gameMode; } currentPoring = poring; isActiveSkill = false; if (gameMode.IndexCurrentPlayer == PhotonNetwork.LocalPlayer.GetPlayerNumber()) { SetActivePanel(true, currentPoring.Node.TileProperty.Type); SkillList = poring.Property.SkillList; SetUpDiceBtn(index, gameMode); SetEventToAttackBtn(poring); SetSkillsEvent(SkillList, poring, index); } else { NotMyTurn(); SetEventToChangeViewBtn(); } }
public override void OnActivate(Poring poring, Poring targetPoring = null, Node targetNode = null, List <Node> nodeList = null) { gameMode = (PrototypeGameMode)PrototypeGameMode.Instance; if (targetPoring != null || targetNode != null) { GameObject target = (targetPoring != null) ? targetPoring.gameObject : targetNode.gameObject; poring.transform.LookAt(target.transform.position); } CurrentCD = TurnCD; targetOnRoute.Clear(); if (nodeList != null) { // Move first!! nextState = eStateGameMode.EndTurn; if (IsAppendDamageOnRoute) { nodeList.ForEach(n => { n.porings.ForEach(p => { if (p != targetPoring || p != poring) { targetOnRoute.Add(p); } }); }); } poring.Behavior.SetupJumpToNodeTarget(nodeList, () => SkillEffectActivate(poring, targetPoring, targetNode)); } else { nextState = (poring.Property.UltimateSkill.name == name) ? eStateGameMode.EndTurn : gameMode.CurrentGameState; SkillEffectActivate(poring, targetPoring, targetNode); } }
private void Awake() { m_gameMode = PrototypeGameMode.Instance; }
void Awake() { Instance = this; Application.targetFrameRate = 60; }