NextPhaseButton.cs 6.1 KB

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  1. using Photon;
  2. using Photon.Pun;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using TMPro;
  7. using UnityEngine;
  8. using UnityEngine.Events;
  9. using UnityEngine.TextCore.Text;
  10. using UnityEngine.UI;
  11. public class NextPhaseButton : MonoBehaviourPunCallbacks
  12. {
  13. [Header("ボタンテキスト")]
  14. public TextMeshProUGUI ButtonText;
  15. [Header("ボタン")]
  16. public Button Button;
  17. Image ButtonImage;
  18. public GameObject Outline;
  19. public GameObject Cover;
  20. public Sprite MyTurnSprite;
  21. public Sprite OpponentTurnSprite;
  22. private void Awake()
  23. {
  24. if (Cover != null)
  25. {
  26. Cover.SetActive(false);
  27. Button.gameObject.SetActive(false);
  28. Outline.SetActive(false);
  29. }
  30. ButtonImage = Button.GetComponent<Image>();
  31. }
  32. public void OnClick()
  33. {
  34. TurnStateMachine turnStateMachine = GManager.instance.turnStateMachine;
  35. if (!turnStateMachine.isSync && !turnStateMachine.IsSelecting && !turnStateMachine.isExecuting && !turnStateMachine.isSecurityCehck)
  36. {
  37. if (turnStateMachine.gameContext.TurnPlayer.isYou)
  38. {
  39. if (turnStateMachine.gameContext.TurnPhase == GameContext.phase.Breeding || turnStateMachine.gameContext.TurnPhase == GameContext.phase.Main)
  40. {
  41. GManager.instance.turnStateMachine.isSync = true;
  42. switch (turnStateMachine.gameContext.TurnPhase)
  43. {
  44. case GameContext.phase.Breeding:
  45. turnStateMachine.SendShouldHatch(false);
  46. break;
  47. case GameContext.phase.Main:
  48. turnStateMachine.QueueMainPhaseAction(turnStateMachine.gameContext.TurnPlayer, new PassAction());
  49. break;
  50. }
  51. StartCoroutine(CoverCoroutine(1.5f));
  52. Button.interactable = false;
  53. SwitchTurnSprite();
  54. Button.interactable = true;
  55. }
  56. }
  57. }
  58. }
  59. public IEnumerator CoverCoroutine(float waitTime)
  60. {
  61. if (Cover != null)
  62. {
  63. Cover.SetActive(true);
  64. yield return new WaitForSeconds(waitTime);
  65. Cover.SetActive(false);
  66. }
  67. }
  68. bool oldActive = false;
  69. private void Update()
  70. {
  71. oldActive = Button.gameObject.activeSelf;
  72. bool active = false;
  73. if (GManager.instance != null)
  74. {
  75. if (GManager.instance.turnStateMachine != null)
  76. {
  77. if (GManager.instance.turnStateMachine.endGame || !GManager.instance.turnStateMachine.DoneStartGame)
  78. {
  79. return;
  80. }
  81. if (GManager.instance.turnStateMachine.gameContext != null)
  82. {
  83. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer != null)
  84. {
  85. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  86. {
  87. if (!GManager.instance.attackProcess.IsAttacking && !GManager.instance.turnStateMachine.isSync && !GManager.instance.turnStateMachine.IsSelecting && !GManager.instance.turnStateMachine.isExecuting && !GManager.instance.turnStateMachine.isSecurityCehck)
  88. {
  89. switch (GManager.instance.turnStateMachine.gameContext.TurnPhase)
  90. {
  91. case GameContext.phase.Breeding:
  92. active = true;
  93. ButtonText.text = LocalizeUtility.GetLocalizedString(
  94. EngMessage: "End\nBreeding",
  95. JpnMessage: "育成\n終了"
  96. );
  97. break;
  98. case GameContext.phase.Main:
  99. active = true;
  100. ButtonText.text = LocalizeUtility.GetLocalizedString(
  101. EngMessage: "End\nTurn",
  102. JpnMessage: "ターン\n終了"
  103. );
  104. break;
  105. }
  106. }
  107. }
  108. else
  109. {
  110. active = true;
  111. ButtonText.text = LocalizeUtility.GetLocalizedString(
  112. EngMessage: "Opponent's\nTurn",
  113. JpnMessage: "相手\nターン"
  114. );
  115. }
  116. }
  117. }
  118. }
  119. }
  120. if (!active)
  121. {
  122. Button.gameObject.SetActive(false);
  123. Outline.SetActive(false);
  124. }
  125. else
  126. {
  127. Button.gameObject.SetActive(true);
  128. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  129. {
  130. Button.enabled = true;
  131. Outline.SetActive(true);
  132. if (!oldActive)
  133. {
  134. StartCoroutine(CoverCoroutine(0.3f));
  135. }
  136. }
  137. else
  138. {
  139. Button.enabled = false;
  140. Outline.SetActive(false);
  141. Cover.SetActive(true);
  142. }
  143. }
  144. }
  145. public void SwitchTurnSprite()
  146. {
  147. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  148. {
  149. SetMyTurnSprite();
  150. }
  151. else
  152. {
  153. EnemyTurnSprite();
  154. }
  155. //Button.gameObject.SetActive(false);
  156. //Outline.gameObject.SetActive(false);
  157. }
  158. public void SetMyTurnSprite()
  159. {
  160. ButtonImage.sprite = MyTurnSprite;
  161. }
  162. public void EnemyTurnSprite()
  163. {
  164. ButtonImage.sprite = OpponentTurnSprite;
  165. }
  166. }