public override async Task GrantResourceOwnerCredentials(OAuthGrantResourceOwnerCredentialsContext context)
        {
            var userManager = context.OwinContext.GetUserManager <ApplicationUserManager>();

            ApplicationUser user = await userManager.FindAsync(context.UserName, context.Password);

            if (user == null)
            {
                context.SetError("invalid_grant", "The user name or password is incorrect.");
                return;
            }

            ClaimsIdentity oAuthIdentity = await user.GenerateUserIdentityAsync(userManager,
                                                                                OAuthDefaults.AuthenticationType);

            ClaimsIdentity cookiesIdentity = await user.GenerateUserIdentityAsync(userManager,
                                                                                  CookieAuthenticationDefaults.AuthenticationType);

            AuthenticationProperties properties = CreateProperties(user.UserName);
            AuthenticationTicket     ticket     = new AuthenticationTicket(oAuthIdentity, properties);

            context.Validated(ticket);
            context.Request.Context.Authentication.SignIn(cookiesIdentity);
            UsefulFunction.chekProfileId(db, user.Id, true);
        }
示例#2
0
    void Awake()
    {
        _vMyPos   = transform.Find("AnchorC/MyPos").position;
        _vYourPos = transform.Find("AnchorC/YourPos").position;

        _randomNumbers = Global.RAND_NUMBERS;
        UsefulFunction.Shuffle(_randomNumbers);
    }
示例#3
0
    public void Set_YourDeck_AI()
    {
        GameObject card = Resources.Load("Prefab/Card") as GameObject;

        int[] iArray = new int[10] {
            1, 2, 3, 4, 5, 6, 7, 8, 9, 10
        };
        UsefulFunction.Shuffle(iArray);

        for (int i = 0; i < 10; ++i)
        {
            GameObject temp = GameObject.Instantiate(card, Vector3.zero, Quaternion.identity);
            temp.transform.SetParent(grid.transform);

            Card tempCard = temp.GetComponent <Card>();

            tempCard.SetCard(iArray[i], (CARD_TYPE)Random.Range(0, (int)CARD_TYPE.END));
            tempCard.Reverse_Card();

            _listCard.Add(tempCard);
        }

        deckInfo.Set_DeckInfo();
    }
示例#4
0
    // 전투 Anim 시작
    void Battle_Animation()
    {
        if (_gameState != GAME_STATE.CARD_SELECT)
        {
            return;
        }
        _gameState = GAME_STATE.BATTLE;

        LogManager.Log("GameState : BATTLE");

        Card myCard    = _myDeck.Get_SelectedCard();
        Card enemyCard = _enemyDeck.Get_SelectedCard();

        if (myCard == null) // 아무것도 선택하지 않고 timeout된 경우
        {
            myCard = _myDeck.Get_LeftmostCard();
        }
        myCard._bUsed = true;
        myCard.onDeSelected();

        if (enemyCard == null)
        {
            enemyCard = Singleton.aiManager.Choose_Random(_enemyDeck.Get_Deck());
        }
        enemyCard._bUsed = true;

        LogManager.Log("my : " + myCard._cardType + "\nenemy : " + enemyCard._cardType);

        // Use Card
        _myDeck.UseCard(myCard);
        _enemyDeck.UseCard(enemyCard);

        // 스킬 확인
        if (_uiPlayer._skill._bActivated)
        {
            _uiPlayer._skill.UseSkill();
            UsefulFunction.SwapCard(ref myCard, ref enemyCard);

            LogManager.Log("나 스킬 사용");
        }
        if (Singleton.aiManager.EnemyUseSkill(_enemyDeck, _uiEnemy))
        {
            _uiEnemy._skill.UseSkill();
            UsefulFunction.SwapCard(ref myCard, ref enemyCard);

            LogManager.Log("적 스킬 사용");
        }

        // Select View
        _uiPlayer._SelectCardView.SetType(myCard._cardType, myCard._bEnhanced);
        _uiPlayer._SelectCardView.SetFront(false);
        _uiPlayer._SelectCardView.SetSelectCardMode(false);
        _uiEnemy._SelectCardView.SetType(enemyCard._cardType, enemyCard._bEnhanced);
        _uiEnemy._SelectCardView.SetFront(false);

        // Damage
        float damageToMe    = BattleManager.Get_Damage(enemyCard, _uiEnemy, myCard._cardType);
        float damageToEnemy = BattleManager.Get_Damage(myCard, _uiPlayer, enemyCard._cardType);

        float resultToMe    = damageToMe;
        float resultToEnemy = damageToEnemy;

        if (enemyCard._cardType == CARD_TYPE.HEAL)
        {
            resultToMe    -= damageToMe / 2f;
            resultToEnemy -= damageToMe / 2f;
        }
        if (myCard._cardType == CARD_TYPE.HEAL)
        {
            resultToEnemy -= damageToEnemy / 2f;
            resultToMe    -= damageToEnemy / 2f;
        }

        _uiPlayer._hpDamaged = -resultToMe;
        _uiEnemy._hpDamaged  = -resultToEnemy;

        // Anim
        StartCoroutine(Play_Anim(BattleManager.Get_BattleResult(myCard._cardType, enemyCard._cardType)));
    }