Michael8818 4 месяцев назад
Родитель
Сommit
62ce2450d9

+ 1 - 1
Assets/Prefab/GameplayPanel.prefab

@@ -193,7 +193,7 @@ MonoBehaviour:
   _fontMaterial_JPN: {fileID: 0}
   _font_ENG: {fileID: 12800000, guid: 31e9027949eff3b40a1e5d085e0a9935, type: 3}
   _font_JPN: {fileID: 12800000, guid: 2f11c82edd19dad4bab7cebf6c7e61af, type: 3}
-  _fontSize_ENG: 150
+  _fontSize_ENG: 120
   _fontSize_JPN: 120
   _text_ENG: Enable Banlist - Disables random matchmaking
   _text_JPN: "\u7981\u6B62\u30EA\u30B9\u30C8\u3092\u6709\u52B9\u5316 \u2014 \u30E9\u30F3\u30C0\u30E0\u30DE\u30C3\u30C1\u30E1\u30A4\u30AD\u30F3\u30B0\u3092\u7121\u52B9\u306B\u3057\u307E\u3059"

+ 9 - 0
Assets/Scripts/Script/DeckBuildingRule.cs

@@ -65,6 +65,9 @@ public class DeckBuildingRule : MonoBehaviour
             }
 
             //規定枚数以上のカードを抜く
+            if (!ContinuousController.instance.useBanlist)
+                return deckCards;
+
             foreach (CEntity_Base cEntity_Base in DistinctDeckCards1)
             {
                 foreach (Restrictions restriction in ContinuousController.instance.BanList.Restrictions)
@@ -132,6 +135,9 @@ public class DeckBuildingRule : MonoBehaviour
     {
         int count = cEntity_Base.MaxCountInDeck;
 
+        if (!ContinuousController.instance.useBanlist)
+            return count;
+
         foreach (Restrictions restriction in ContinuousController.instance.BanList.Restrictions)
         {
             if (cEntity_Base.CardID == restriction.id)
@@ -167,6 +173,9 @@ public class DeckBuildingRule : MonoBehaviour
             }
         }
 
+        if (!ContinuousController.instance.useBanlist)
+            return true;
+
         foreach (Restrictions restriction in ContinuousController.instance.BanList.Restrictions)
         {
             if (cEntity_Base.CardID == restriction.id)

+ 3 - 3
Assets/Scripts/Script/RoomManager.cs

@@ -228,7 +228,7 @@ public class RoomManager : MonoBehaviourPunCallbacks
 
     #endregion
 
-    #region Room information is acquired and reflected in the UI
+    #region Room information is acquired and reflected in the UIs
     public IEnumerator ShowRoomInfo()
     {
         yield return new WaitWhile(() => !PhotonNetwork.IsConnectedAndReady);
@@ -236,7 +236,7 @@ public class RoomManager : MonoBehaviourPunCallbacks
 
         #region RoomName
         string RoomName = PhotonNetwork.CurrentRoom.Name;
-        RoomIDText.text = RoomName;
+        RoomIDText.text = RoomName.Substring(0,5);
         #endregion
     }
     #endregion
@@ -798,7 +798,7 @@ public class RoomManager : MonoBehaviourPunCallbacks
         if (PhotonNetwork.InRoom)
         {
             #region クリップボードにデッキコードをコピー
-            GUIUtility.systemCopyBuffer = PhotonNetwork.CurrentRoom.Name;
+            GUIUtility.systemCopyBuffer = PhotonNetwork.CurrentRoom.Name.Substring(0, 5);
             #endregion
 
             List<UnityAction> Commands = new List<UnityAction>()