using UnityEngine; public class NetworkTouchControl : TouchControl { private const float IDLE_TIME = 20f; private const int IDLE_EMOTE_KIND = 3; private Coroutine idleTimeCoroutine; private ClassCharaPrm.EmotionType _previousEmotionType; public bool notAttackFlag { private get; set; } public bool notEmoteFlag { private get; set; } public bool notDragPlayCardFlag { private get; set; } public bool notEvolCardFlag { private get; set; } public NetworkTouchControl(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround) : base(battleMgr, battleCamera, backGround) { notAttackFlag = false; notEmoteFlag = false; notDragPlayCardFlag = false; notEvolCardFlag = false; } public void SetDisableTouch() { notAttackFlag = true; notEmoteFlag = true; notDragPlayCardFlag = true; notEvolCardFlag = true; } public void SetEnableTouch() { notAttackFlag = false; notEmoteFlag = false; notDragPlayCardFlag = false; notEvolCardFlag = false; } protected override bool IsFeasibleAttack() { if (notAttackFlag) { return false; } return base.IsFeasibleAttack(); } protected override bool IsFeasibleEmote() { if (notEmoteFlag) { return false; } return base.IsFeasibleEmote(); } protected override bool IsFeasiblePlayCard() { if (notDragPlayCardFlag) { return false; } return base.IsFeasiblePlayCard(); } protected override bool IsFeasibleEvol() { if (notEvolCardFlag) { return false; } return base.IsFeasibleEvol(); } }