本文整理汇总了C#中Card.TurnUp方法的典型用法代码示例。如果您正苦于以下问题:C# Card.TurnUp方法的具体用法?C# Card.TurnUp怎么用?C# Card.TurnUp使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Card
的用法示例。
在下文中一共展示了Card.TurnUp方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AddToGuardZone
public void AddToGuardZone(Card _card, bool bPlayerView)
{
cards.Add(_card);
_card.TurnUp();
Vector3 newPosition = positions[(cards.Count - 1) % 4];
Vector3 newAngle;
if(bPlayerView) newAngle = playerRotation;
else newAngle = enemyRotation;
_card.MoveAndRotate(newPosition, newAngle);
_card._Coord = CardCoord.GUARD;
}
示例2: AddToHand
public void AddToHand(Card card)
{
hand.Add(card);
for(int i = 0; i < hand.Count - 1; i++)
{
hand[i].MoveAndRotate(GetPositionOf(i));
}
card._Coord = CardCoord.HAND;
//FixPositions();
//card.GetGameObject().transform.eulerAngles = new Vector3(24.0f, 180.0f, 0.0f);
card.MoveAndRotate(GetPositionOf(hand.Count - 1));
bFixHandPosition = true;
card.TurnUp();
//card.TurnUp();
card.bIsInhand = true;
}
示例3: CallFromDeck
public void CallFromDeck(Card c, fieldPositions p)
{
Game.playerDeck.RemoveFromDeck(c);
Game.field.Call(c, p);
c.CheckAbilities(CardState.CallFromDeck, c);
Game.field.CheckAbilitiesExcept(c.pos, CardState.CallFromDeck_NotMe, c);
Game.SendPacket(GameAction.PLAY_CARD_FROM_DECK, c.cardID, (int)Util.TranformToEnemyPosition(c.pos));
c.TurnUp();
}
示例4: BindFromDeckUpdate
/**
* This method performs the animation of the cards that will be send to Bind Zone. And also performs
* the remove from deck, add to bind and networking communication. This method must be call in a
* Update function after a BindFromDeck method was called. When all Cards passed in the BindFromDeck
* argument were sent to BindZone, func delegate will be executed.
*/
public void BindFromDeckUpdate(Void0ParamsDelegate func)
{
if(BindFromDeck_Active)
{
if(BindFromDeck_Card == null || !BindFromDeck_Card.AnimationOngoing())
{
if(BindFromDeck_Card != null)
{
//Remove from deck and add to BindZone.
Game.playerDeck.RemoveFromDeck(BindFromDeck_Card);
Game.field.AddToBindZone(BindFromDeck_Card);
BindFromDeck_Card = null;
}
//Send the next card in the list, if any. If not, func delegate is called.
if(BindFromDeck_CardList.Count > 0)
{
BindFromDeck_Card = BindFromDeck_CardList[0];
BindFromDeck_CardList.RemoveAt(0);
BindFromDeck_Card.TurnUp();
BindFromDeck_Card.BindAnim();
Game.SendPacket (GameAction.BIND_FROM_DECK, BindFromDeck_Card.cardID);
}
else
{
BindFromDeck_Active = false;
func();
}
}
}
}
示例5: FromDeckToDamage
public void FromDeckToDamage(Card c, bool bFaceup = false)
{
Game.playerDeck.RemoveFromDeck(c);
Game.field.AddToDamageZone(c);
if(bFaceup)
{
c.TurnUp();
Game.SendPacket(GameAction.FROM_DECK_TO_DAMAGE_FACEUP, c.cardID);
}
else
{
c.TurnDown();
Game.SendPacket(GameAction.FROM_DECK_TO_DAMAGE, c.cardID);
}
}
示例6: FromDamageToDeck
void FromDamageToDeck(Card c)
{
int idx = Game.field.GetDamageIndexOf(c);
Game.field.RemoveFromDamage(c);
Game.playerDeck.AddCard(c);
c.TurnUp();
Game.SendPacket(GameAction.FROM_DAMAGE_TO_DECK, idx);
}
示例7: CallFromDeck_SameColum
public void CallFromDeck_SameColum(Card card, fieldPositions p)
{
_MouseHelper.AttachCard(card);
card.TurnUp();
bCallFromDeck = true;
bCardMenuJustClosed = false;
bCallToSameColum = true;
bCallSameColPos = p;
}
示例8: AddToDropZone
public void AddToDropZone(Card card)
{
LastCardSentToDrop = card;
card._Coord = CardCoord.DROP;
card.NormalizeMaterial();
DropZone.Add(card);
card.TurnUp();
card.Stand();
card.MoveAndRotate(fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f),
new Vector3(0.0f, 180.0f, 0.0f));
//card.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f);
//card.GetGameObject().transform.eulerAngles = new Vector3(0.0f, 180.0f, 0.0f);
}
示例9: Ride
public void Ride(Card card)
{
if(Soul.Count > 0)
Soul[Soul.Count - 1].SetIsVanguard(false);
Soul.Add (card);
card.pos = fieldPositions.ENEMY_VANGUARD;
card._Coord = CardCoord.ENEMY_FIELD;
card.SetIsVanguard(true);
Vanguard = card;
for(int i = 0; i < Soul.Count - 1; i++)
{
Soul[i].GetGameObject().transform.position = fieldInfo.GetPosition((int)EnemyFieldPosition.VANGUARD) + delta * i;
}
Vector3 newPosition = fieldInfo.GetPosition((int)EnemyFieldPosition.VANGUARD) + delta * (Soul.Count - 1);
Vanguard.TurnUp();
Vanguard.MoveAndRotate(newPosition, fieldInfo.GetCardRotation());
//Vanguard.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
VanguardPower.text = card.GetPower() + "";
CallAnimation(card, newPosition);
}
示例10: SendInformationToOpponent
void SendInformationToOpponent(int cardID, int gameAction, int other1, int other2, string str1, int other3 = 0)
{
CardIdentifier _cardID = (CardIdentifier)cardID;
GameAction _gameAction = (GameAction)gameAction;
DataTransferManager.getTransferManager().ExecuteDataTransfer(new DataTransfer(_cardID, _gameAction, other1, other2, other3, str1));
if(_gameAction == GameAction.LOSE_BY_CARD_EFFECT)
{
bGameEnded = true;
bPauseGameplay = false;
bWinByCardEffect = false;
bLoseByCardEffect = true;
}
else if(_gameAction == GameAction.FORCE_DAMAGE_CHECK)
{
ForceDamageCheck(other1);
}
else if(_gameAction == GameAction.FROM_DECK_TO_GUARDIANCIRCLE)
{
Card tempCard = enemyDeck.DrawCard();
Data.FillCardWithData(tempCard, _cardID);
guardZone.AddToGuardZone(tempCard, false);
//guardZone.AddExtraPower(tempCard.shield);
CardToAttack.AddExtraShield(tempCard.shield);
tempCard.TurnUp();
}
else if(_gameAction == GameAction.FROM_BIND_TO_DROP)
{
Card tmp = enemyField.GetCardFromBindByID(_cardID);
enemyField.RemoveFromBindZone(tmp);
enemyField.AddToDropZone(tmp, false);
}
else if(_gameAction == GameAction.OPPONENT_FROM_BIND_TO_DROP)
{
Card tmp = field.GetBoundByID(_cardID);
dummyUnitObject.FromBindToDrop(tmp);
}
else if(_gameAction == GameAction.OPPONENT_FROM_HAND_TO_BIND)
{
int index = playerHand.Size() - other1;
dummyUnitObject.FromHandToBind(playerHand.GetCardAtIndex(index), index, true);
}
else if(_gameAction == GameAction.ENEMY_FROM_BIND_TO_HAND)
{
Card cardToReturn = field.GetBoundByID(_cardID);
dummyUnitObject.FromBindToHand(cardToReturn);
}
else if(_gameAction == GameAction.SET_ENEMY_ENDTURN)
{
enemyPhase = EnemyPhase.ENDTURN;
SendPacket(GameAction.CONFORM_ENEMY_ENDTURN);
}
else if(_gameAction == GameAction.CONFORM_ENEMY_ENDTURN)
{
bConfirmEndTurn = true;
}
else if(_gameAction == GameAction.MOVE_TO_OPENRC)
{
Card c = enemyField.GetCardAt(Util.TranformToEnemyPosition((fieldPositions)other1));
EnemyFieldPosition p2 = Util.TranformToEnemyPosition((fieldPositions)other2);
fieldPositions p = Util.EnemyToFieldPosition(p2);
enemyField.ClearZone(Util.TransformToEquivalentEnemyPosition(c.pos));
c.pos = p;
if(p == fieldPositions.ENEMY_FRONT_LEFT) enemyField.Left_Front = c;
else if(p == fieldPositions.ENEMY_FRONT_RIGHT) enemyField.Right_Front = c;
else if(p == fieldPositions.ENEMY_REAR_CENTER) enemyField.Center_Rear = c;
else if(p == fieldPositions.ENEMY_REAR_RIGHT) enemyField.Right_Rear = c;
else if(p == fieldPositions.ENEMY_REAR_LEFT) enemyField.Left_Rear = c;
Vector3 newVector = enemyField.fieldInfo.GetPosition((int)p2);
c.GoTo(newVector.x, newVector.z);
}
else if(_gameAction == GameAction.EXCHANGE)
{
Card c1 = enemyField.GetCardAt(Util.TranformToEnemyPosition((fieldPositions)other1));
Card c2 = enemyField.GetCardAt(Util.TranformToEnemyPosition((fieldPositions)other2));
fieldPositions p1 = c1.pos;
fieldPositions p2 = c2.pos;
if(p1 == fieldPositions.ENEMY_REAR_CENTER) enemyField.Center_Rear = c2;
else if(p1 == fieldPositions.ENEMY_REAR_LEFT) enemyField.Left_Rear = c2;
else if(p1 == fieldPositions.ENEMY_REAR_RIGHT) enemyField.Right_Rear = c2;
else if(p1 == fieldPositions.ENEMY_FRONT_LEFT) enemyField.Left_Front = c2;
else if(p1 == fieldPositions.ENEMY_FRONT_RIGHT) enemyField.Right_Front = c2;
if(p2 == fieldPositions.ENEMY_REAR_CENTER) enemyField.Center_Rear = c1;
else if(p2 == fieldPositions.ENEMY_REAR_LEFT) enemyField.Left_Rear = c1;
else if(p2 == fieldPositions.ENEMY_REAR_RIGHT) enemyField.Right_Rear = c1;
else if(p2 == fieldPositions.ENEMY_FRONT_LEFT) enemyField.Left_Front = c1;
else if(p2 == fieldPositions.ENEMY_FRONT_RIGHT) enemyField.Right_Front = c1;
c1.pos = p2;
c2.pos = p1;
//.........这里部分代码省略.........
示例11: Call
public void Call(Card card, EnemyFieldPosition pos)
{
card.pos = (fieldPositions)((int)pos + 9);
card._Coord = CardCoord.ENEMY_FIELD;
card.TurnUp();
Vector3 newPosition, newAngle;
if(pos == EnemyFieldPosition.FRONT_LEFT)
{
if(Left_Front != null)
{
AddToDropZone(RemoveFrom(pos), false);
}
Left_Front = card;
//Left_Front.GetGameObject().transform.position = fieldInfo.GetPosition((int)pos);
//Left_Front.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
FrontLeftPower.text = card.GetPower() + "";
}
else if(pos == EnemyFieldPosition.FRONT_RIGHT)
{
if(Right_Front != null)
{
Debug.Log("Adding to DropZone");
AddToDropZone(RemoveFrom(pos), false);
}
Right_Front = card;
//Right_Front.GetGameObject().transform.position = fieldInfo.GetPosition((int)pos);
//Right_Front.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
FrontRightPower.text = card.GetPower() + "";
}
else if(pos == EnemyFieldPosition.REAR_CENTER)
{
if(Center_Rear != null)
AddToDropZone(RemoveFrom(pos), false);
Center_Rear = card;
//Center_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)pos);
//Center_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearCenterPower.text = card.GetPower() + "";
}
else if(pos == EnemyFieldPosition.REAR_LEFT)
{
if(Left_Rear != null)
AddToDropZone(RemoveFrom(pos), false);
Left_Rear = card;
//Left_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)pos);
//Left_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearLeftPower.text = card.GetPower() + "";
}
else if(pos == EnemyFieldPosition.REAR_RIGHT)
{
if(Right_Rear != null)
AddToDropZone(RemoveFrom(pos), false);
Right_Rear = card;
//Right_Rear.GetGameObject().transform.position = fieldInfo.GetPosition((int)pos);
//Right_Rear.GetGameObject().transform.eulerAngles = fieldInfo.GetCardRotation();
RearRightPower.text = card.GetPower() + "";
}
newPosition = fieldInfo.GetPosition((int)pos);
newAngle = fieldInfo.GetCardRotation();
card.MoveAndRotate(newPosition, newAngle);
CallAnimation(card, newPosition);
}
示例12: AddToDropZone
public void AddToDropZone(Card card, bool bFromField)
{
DropZone.Add(card);
card.TurnUp();
card.StandEnemy();
//card.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f);
//card.GetGameObject().transform.eulerAngles = new Vector3(0.0f, 0.0f, 0.0f);
card.MoveAndRotate(fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f),
new Vector3(0.0f, 0.0f, 0.0f));
if(bFromField)
{
//Game.playerHand.CheckHandEffects(CardState.EnemyCardSendToDropZone);
//Game.field.CheckAbilities(CardState.EnemyCardSendToDropZone);
}
}
示例13: AddToDamageZone
public void AddToDamageZone(Card card)
{
card._Coord = CardCoord.ENEMY_DAMAGE;
DamageZone.Add(card);
card.TurnUp();
Vector3 newPosition = new Vector3(15.70469f, 0.7570782f, 5.772846f) + new Vector3(0.0f, 0.01f * (DamageZone.Count - 1), 2.0f * (DamageZone.Count - 1));
Vector3 newAngle = new Vector3(0.0f, -90.0f, 0.0f);
card.MoveAndRotate(newPosition, newAngle);
//card.GetGameObject().transform.position = new Vector3(15.70469f, 0.7570782f, 5.772846f) + new Vector3(0.0f, 0.01f * (DamageZone.Count - 1), 2.0f * (DamageZone.Count - 1));
//card.GetGameObject().transform.eulerAngles = new Vector3(0.0f, -90.0f, 0.0f);
}
示例14: CallFromDeckUpdate
public void CallFromDeckUpdate(Void0ParamsDelegate func)
{
if(_CFDAux_Bool1)
{
if(Game._MouseHelper.GetAttachedCard() == null)
{
if(_CFDAux_Int1 <= 0)
{
_CFDAux_Bool1 = false;
func();
}
else
{
_CFDAux_Card = Game.playerDeck.SearchForID(_CFDAux_IDVector[0]);
CallFromDeckList.Add(Game.playerDeck.SearchForID(_CFDAux_IDVector[0]));
_CFDAux_IDVector.RemoveAt(0);
Game.playerDeck.RemoveFromDeck(_CFDAux_Card);
Game.CallFromDeck(_CFDAux_Card);
_CFDAux_Card.TurnUp();
_CFDAux_Int1--;
}
}
else
{
Game.HandleCallFromDeck();
}
}
}
示例15: RideFromDeck
public void RideFromDeck(Card card)
{
card.TurnUp();
playerDeck.RemoveFromDeck(card);
SendPacket(GameAction.RIDE_FROM_DECK, card.cardID);
field.Ride(card);
}