NextPhaseButton.cs 6.0 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.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. switch (turnStateMachine.gameContext.TurnPhase)
  42. {
  43. case GameContext.phase.Breeding:
  44. turnStateMachine.SendShouldHatch(false);
  45. break;
  46. case GameContext.phase.Main:
  47. turnStateMachine.QueueMainPhaseAction(turnStateMachine.gameContext.TurnPlayer, new PassAction());
  48. break;
  49. }
  50. StartCoroutine(CoverCoroutine(1.5f));
  51. Button.interactable = false;
  52. SwitchTurnSprite();
  53. Button.interactable = true;
  54. }
  55. }
  56. }
  57. }
  58. public IEnumerator CoverCoroutine(float waitTime)
  59. {
  60. if (Cover != null)
  61. {
  62. Cover.SetActive(true);
  63. yield return new WaitForSeconds(waitTime);
  64. Cover.SetActive(false);
  65. }
  66. }
  67. bool oldActive = false;
  68. private void Update()
  69. {
  70. oldActive = Button.gameObject.activeSelf;
  71. bool active = false;
  72. if (GManager.instance != null)
  73. {
  74. if (GManager.instance.turnStateMachine != null)
  75. {
  76. if (GManager.instance.turnStateMachine.endGame || !GManager.instance.turnStateMachine.DoneStartGame)
  77. {
  78. return;
  79. }
  80. if (GManager.instance.turnStateMachine.gameContext != null)
  81. {
  82. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer != null)
  83. {
  84. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  85. {
  86. if (!GManager.instance.attackProcess.IsAttacking && !GManager.instance.turnStateMachine.IsSelecting && !GManager.instance.turnStateMachine.isExecuting && !GManager.instance.turnStateMachine.isSecurityCehck)
  87. {
  88. switch (GManager.instance.turnStateMachine.gameContext.TurnPhase)
  89. {
  90. case GameContext.phase.Breeding:
  91. active = true;
  92. ButtonText.text = LocalizeUtility.GetLocalizedString(
  93. EngMessage: "End\nBreeding",
  94. JpnMessage: "育成\n終了"
  95. );
  96. break;
  97. case GameContext.phase.Main:
  98. active = true;
  99. ButtonText.text = LocalizeUtility.GetLocalizedString(
  100. EngMessage: "End\nTurn",
  101. JpnMessage: "ターン\n終了"
  102. );
  103. break;
  104. }
  105. }
  106. }
  107. else
  108. {
  109. active = true;
  110. ButtonText.text = LocalizeUtility.GetLocalizedString(
  111. EngMessage: "Opponent's\nTurn",
  112. JpnMessage: "相手\nターン"
  113. );
  114. }
  115. }
  116. }
  117. }
  118. }
  119. if (!active)
  120. {
  121. Button.gameObject.SetActive(false);
  122. Outline.SetActive(false);
  123. }
  124. else
  125. {
  126. Button.gameObject.SetActive(true);
  127. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  128. {
  129. Button.enabled = true;
  130. Outline.SetActive(true);
  131. if (!oldActive)
  132. {
  133. StartCoroutine(CoverCoroutine(0.3f));
  134. }
  135. }
  136. else
  137. {
  138. Button.enabled = false;
  139. Outline.SetActive(false);
  140. Cover.SetActive(true);
  141. }
  142. }
  143. }
  144. public void SwitchTurnSprite()
  145. {
  146. if (GManager.instance.turnStateMachine.gameContext.TurnPlayer.isYou)
  147. {
  148. SetMyTurnSprite();
  149. }
  150. else
  151. {
  152. EnemyTurnSprite();
  153. }
  154. //Button.gameObject.SetActive(false);
  155. //Outline.gameObject.SetActive(false);
  156. }
  157. public void SetMyTurnSprite()
  158. {
  159. ButtonImage.sprite = MyTurnSprite;
  160. }
  161. public void EnemyTurnSprite()
  162. {
  163. ButtonImage.sprite = OpponentTurnSprite;
  164. }
  165. }