public static CharacterDataBuilder BuildUnit()
        {
            // Monster card, so we build an attached unit
            CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder
            {
                CharacterID = ID,
                NameKey     = ID + "_Name",

                Size         = 2,
                Health       = 10,
                AttackDamage = 5,

                RoomModifierBuilders = new List <RoomModifierDataBuilder>
                {
                    new RoomModifierDataBuilder
                    {
                        roomStateModifierClassType = typeof(RoomStateMagicalPowerModifier),
                        ParamInt = 0
                    }
                }
            };

            AssetAdder.AddUnitImg(characterDataBuilder, ID);

            // TODO: Magic Power this floor only
            return(characterDataBuilder);
        }
Beispiel #2
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        public static CharacterDataBuilder BuildUnit()
        {
            // Monster card, so we build an attached unit
            CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder
            {
                CharacterID  = ID,
                NameKey      = ID + "_Name",
                Size         = 2,
                Health       = 10,
                AttackDamage = 5,
            };

            AssetAdder.AddUnitImg(characterDataBuilder, ID);
            return(characterDataBuilder);
        }
Beispiel #3
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        public static CharacterData BuildUnit()
        {
            CardPool cardPool = UnityEngine.ScriptableObject.CreateInstance <CardPool>();

            CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder
            {
                characterID  = ID,
                NameKey      = ID + "_Name",
                Size         = 1,
                Health       = 10,
                AttackDamage = 3,


                TriggerBuilders = new List <CharacterTriggerDataBuilder>
                {
                    new CharacterTriggerDataBuilder
                    {
                        Trigger = CharacterTriggerData.Trigger.PostCombat,
                        AdditionalTextOnTrigger = "",
                        EffectBuilders          = new List <CardEffectDataBuilder>
                        {
                            new CardEffectDataBuilder
                            {
                                EffectStateType = typeof(CardEffectAddBattleCard),
                                ParamCardPool   = cardPool,
                                ParamInt        = 1
                            }
                        }
                    }
                }
            };

            AssetAdder.AddUnitImg(characterDataBuilder, ID);

            CardData forPool = CustomCardManager.GetCardDataByID(AliceGift.ID);

            var cardDataList = (Malee.ReorderableArray <CardData>)AccessTools.Field(typeof(CardPool), "cardDataList").GetValue(cardPool);

            cardDataList.Add(forPool);

            return(characterDataBuilder.BuildAndRegister());
        }