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); }
void Awake() { _vMyPos = transform.Find("AnchorC/MyPos").position; _vYourPos = transform.Find("AnchorC/YourPos").position; _randomNumbers = Global.RAND_NUMBERS; UsefulFunction.Shuffle(_randomNumbers); }
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(); }
// 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))); }