모든 패를 돌린 뒤, 엿보기 버튼이 노출되게 수정
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@ -32385,6 +32385,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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CardSlotPrefab: {fileID: 8311175157444695672, guid: 35d59081fc3bc2a418fe56d3e0969df1, type: 3}
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CardSlotPrefab: {fileID: 8311175157444695672, guid: 35d59081fc3bc2a418fe56d3e0969df1, type: 3}
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go_toppanel: {fileID: 302272076}
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go_toppanel: {fileID: 302272076}
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go_previewbtn: {fileID: 663523003}
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cg: {fileID: 771770705}
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cg: {fileID: 771770705}
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i_ai: {fileID: 1632661773}
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i_ai: {fileID: 1632661773}
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AINameTMP: {fileID: 1889396053}
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AINameTMP: {fileID: 1889396053}
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@ -18,7 +18,7 @@ public partial class GamePanel : MonoBehaviour
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public static float GameSpeed = 1f;
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public static float GameSpeed = 1f;
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public static GamePanel Instance;
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public static GamePanel Instance;
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public GameObject CardSlotPrefab, go_toppanel;
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public GameObject CardSlotPrefab, go_toppanel, go_previewbtn;
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public CanvasGroup cg;
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public CanvasGroup cg;
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public Image i_ai;
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public Image i_ai;
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public TMPro.TextMeshProUGUI AINameTMP, t_PointMoney;
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public TMPro.TextMeshProUGUI AINameTMP, t_PointMoney;
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@ -205,6 +205,7 @@ public partial class GamePanel : MonoBehaviour
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GameManager.DB.MinInterstitialADCount(1);
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GameManager.DB.MinInterstitialADCount(1);
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// Get Highest Clear level
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// Get Highest Clear level
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// TOOD 정인호
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Stake = GameManager.DB.NormalGameLevel * DBManager.NORMAL_GAME_STAKE_PER_LEVEL;
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Stake = GameManager.DB.NormalGameLevel * DBManager.NORMAL_GAME_STAKE_PER_LEVEL;
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this.UpdateAIGold();
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this.UpdateAIGold();
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@ -426,12 +427,15 @@ public partial class GamePanel : MonoBehaviour
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CurSubMission = eSubMission.Max;
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CurSubMission = eSubMission.Max;
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GameManager.DB.Set_Mission(true);
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GameManager.DB.Set_Mission(true);
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}
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}
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go_previewbtn.SetActive(true);
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}
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}
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#region Core
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#region Core
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private void Initialize()
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private void Initialize()
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{
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{
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GameManager.Sound.PlayBGM(EBGMType.BGM_2);
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GameManager.Sound.PlayBGM(EBGMType.BGM_2);
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go_previewbtn.SetActive(false);
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m_MissionOpenPopup_Main.gameObject.SetActive(false);
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m_MissionOpenPopup_Main.gameObject.SetActive(false);
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m_MissionOpenPopup_Sub.gameObject.SetActive(false);
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m_MissionOpenPopup_Sub.gameObject.SetActive(false);
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ShowMainMissionPopup = ShowSubMissionPopup = false;
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ShowMainMissionPopup = ShowSubMissionPopup = false;
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@ -36,7 +36,7 @@ public partial class GamePanel : MonoBehaviour
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var matchedFloorCards = GetMatchedCardSlots(ECardLocationType.Floor, _discardSlot.MonthType);
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var matchedFloorCards = GetMatchedCardSlots(ECardLocationType.Floor, _discardSlot.MonthType);
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// 제출 후 4장: 자뻑 / 뻑먹음
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 4<><34>: <20>ڻ<EFBFBD> / <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (matchedFloorCards.Count == 4)
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if (matchedFloorCards.Count == 4)
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{
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{
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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@ -50,19 +50,19 @@ public partial class GamePanel : MonoBehaviour
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{
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{
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if (_dicBbug_State.ContainsKey(_discardSlot.MonthType))
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if (_dicBbug_State.ContainsKey(_discardSlot.MonthType))
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{
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{
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// 뻑을 플레이어가 했다면
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾ <20>ߴٸ<DFB4>
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if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.Player)
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if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.Player)
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{
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{
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_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug_Own : EEffectDirectType.GetBbug;
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_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug_Own : EEffectDirectType.GetBbug;
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_checkIndex = PlayerTurn ? 2 : 1;
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_checkIndex = PlayerTurn ? 2 : 1;
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}
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}
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// 뻑을 AI가 했다면
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> AI<41><49> <20>ߴٸ<DFB4>
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else if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.AI)
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else if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.AI)
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{
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{
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_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug : EEffectDirectType.GetBbug_Own;
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_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug : EEffectDirectType.GetBbug_Own;
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_checkIndex = PlayerTurn ? 1 : 2;
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_checkIndex = PlayerTurn ? 1 : 2;
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}
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}
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// 카드를 제출 후 4장이 된것이기 때문에 오류이다.
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// ī<EFBFBD>带 <20><><EFBFBD><EFBFBD> <20><> 4<><34><EFBFBD><EFBFBD> <20>Ȱ<EFBFBD><C8B0>̱<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.
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else
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else
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{
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{
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LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
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LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
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@ -77,7 +77,7 @@ public partial class GamePanel : MonoBehaviour
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for (int i = 0; i < matchedFloorCards.Count; i++)
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for (int i = 0; i < matchedFloorCards.Count; i++)
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_lstAvailableCardTypes.Add(matchedFloorCards[i].CardType);
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_lstAvailableCardTypes.Add(matchedFloorCards[i].CardType);
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// 같이 있던 보너스카드도 가져온다.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD>ī<EFBFBD>嵵 <20><><EFBFBD><EFBFBD><EFBFBD>´<EFBFBD>.
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if (_dicReservedBonusCard.ContainsKey(ECardType.Bonus_1))
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if (_dicReservedBonusCard.ContainsKey(ECardType.Bonus_1))
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{
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{
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if (_dicReservedBonusCard[ECardType.Bonus_1] == _discardSlot.MonthType)
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if (_dicReservedBonusCard[ECardType.Bonus_1] == _discardSlot.MonthType)
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@ -100,14 +100,14 @@ public partial class GamePanel : MonoBehaviour
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_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
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_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
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}
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}
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}
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}
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// 제출 후 3장: 카드 선택
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 3<><33>: ī<><C4AB> <20><><EFBFBD><EFBFBD>
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else if (matchedFloorCards.Count == 3)
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else if (matchedFloorCards.Count == 3)
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{
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{
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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_delay = (CardSlot.TWEEN_DURATION * 1.25f) / GameSpeed;
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_delay = (CardSlot.TWEEN_DURATION * 1.25f) / GameSpeed;
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_checkMatchedDiscardState = ECheckDiscardMatchedState.CardSelectLogic;
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_checkMatchedDiscardState = ECheckDiscardMatchedState.CardSelectLogic;
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}
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}
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// 제출 후 2장: 바닥패와 매치됨.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 2<><32>: <20>ٴ<EFBFBD><D9B4>п<EFBFBD> <20><>ġ<EFBFBD><C4A1>.
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else if (matchedFloorCards.Count == 2)
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else if (matchedFloorCards.Count == 2)
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{
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{
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
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@ -117,7 +117,7 @@ public partial class GamePanel : MonoBehaviour
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_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
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_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
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_delay = 0.05f;
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_delay = 0.05f;
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}
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}
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// 바닥패와 매치되지 않음.
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// <EFBFBD>ٴ<EFBFBD><EFBFBD>п<EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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else if (matchedFloorCards.Count == 1)
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else if (matchedFloorCards.Count == 1)
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{
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{
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GameManager.Sound.PlaySFX(ESFXType.Card_NoHit);
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GameManager.Sound.PlaySFX(ESFXType.Card_NoHit);
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@ -125,7 +125,7 @@ public partial class GamePanel : MonoBehaviour
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}
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}
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else
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else
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{
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{
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// _discardSlot이 Null인 경우는 패에서 Flip 카드를 냈을 때 밖에 없다.
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// _discardSlot<EFBFBD><EFBFBD> Null<6C><6C> <20><><EFBFBD><EFBFBD> <20>п<EFBFBD><D0BF><EFBFBD> Flip ī<>带 <20><><EFBFBD><EFBFBD> <20><> <20>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD>.
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if (_discardSlot != null)
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if (_discardSlot != null)
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LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
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LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
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@ -158,7 +158,7 @@ public partial class GamePanel : MonoBehaviour
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bool isDoublePee_left = CodeJay.CodeJayUtility.Utility.IsDoublePee(leftCard, UseSepYulgget_To_Pee);
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bool isDoublePee_left = CodeJay.CodeJayUtility.Utility.IsDoublePee(leftCard, UseSepYulgget_To_Pee);
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bool isDoublePee_right = CodeJay.CodeJayUtility.Utility.IsDoublePee(rightCard, UseSepYulgget_To_Pee);
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bool isDoublePee_right = CodeJay.CodeJayUtility.Utility.IsDoublePee(rightCard, UseSepYulgget_To_Pee);
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// 쌍피가 아니고 고를 카드가 둘 다 '피' 일 때
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// <EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20>ƴϰ<C6B4> <20><><EFBFBD> ī<>尡 <20><> <20><> '<27><>' <20><> <20><>
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if (isDoublePee_left == false && isDoublePee_right == false && leftScoreType == ECardScoreType.Pee && rightScoreType == ECardScoreType.Pee)
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if (isDoublePee_left == false && isDoublePee_right == false && leftScoreType == ECardScoreType.Pee && rightScoreType == ECardScoreType.Pee)
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{
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{
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CardSelectCallback_Discard(Random.Range(0, 2) == 0 ? leftCard : rightCard);
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CardSelectCallback_Discard(Random.Range(0, 2) == 0 ? leftCard : rightCard);
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