// GET/SET FUNCIONS ----------------------------------------- public CGME.Card GetCard(CGME.Card _card) { foreach (var card in cards) { if (card == _card) return card; } return null; }
// GET/SET FUNCTIONS ----------------------------- public Deck GetDeck(CGME.Deck _deck) { foreach (var deck in decks) { if (deck == _deck) return deck; } return null; }
// GET/SET FUNCTIONS ----------------------------- public Phase GetPhase(CGME.Phase _phase) { foreach (var phase in phases) { if (phase == _phase) return phase; } return null; }
public static string DebugRes(CGME.Actor actor) { string log = ""; if (actor.Resources_Size > 0){ log = "|| Resources: "; foreach (CGME.Resource resource in actor.Resources){ log += ("(|" + resource.ToString()); // } } return log; }
public void RemoveCard(CGME.Card card) { cards.Remove(card); }
// LIST FUNCTIONS ------------------------------------------ public void AddCard(CGME.Card card) { cards.Add(card); }
public void RemoveAction(CGME.Action action) { actions.Remove(action); }
public static string DebugRes(CGME.Actor actor) { string log = ""; if (actor.Resources_Size > 0){ log = "|| Resources: "; foreach (CGME.Resource resource in actor.Resources){ string name = resource.Name; if (resource is CGME.Resource<string>){ CGME.Resource<string> s_res = (CGME.Resource<string>)resource; log += name + ": " + s_res.Value + "|| "; } if (resource is CGME.Resource<int>){ CGME.Resource<int> s_res = (CGME.Resource<int>)resource; log += name + ": " + s_res.Value + "|| "; } if (resource is CGME.Resource<float>){ CGME.Resource<float> s_res = (CGME.Resource<float>)resource; log += name + ": " + s_res.Value + "|| "; } } } return log; }
public void RemoveDeck(CGME.Deck deck) { decks.Remove(deck); }
// LIST FUNCTIONS ---------------------------------------- public void AddAction(CGME.Action new_action) { actions.Add(new_action); }
public void RemovePhase(CGME.Phase phase) { phases.Remove(phase); }
// LIST FUNCTIONS -------------------------------------------------------- // PHASES -------------- public void AddPhase(CGME.Phase new_phase) { phases.Add(new_phase); }
// LIST FUNCTIONS ------------------------------------------ public Action AddAction(CGME.Action action) { actions.Add(action); return action; }
// PRIVATE FUNCTIONS ----------------------------------------- private bool DefinePhase(CGME.Phase phase) { if (phase == null){ Debug.Log("Error - phase failed to load"); return false; } StartPhase(phase); Debug.Log ("SETTING NEW PHASE: " + running_phase.Name); return true; }
public static CGME.Player AddPlayer(CGME.Player player) { // BUILDING PLAYERS //CGME.Player game_player = Factory.BuildPlayer(name, enable); return game.AddPlayer (player); }
public static CGME.Phase AddPhase(CGME.Phase phase) { game.AddPhase (phase); return phase; }
public static CGME.Action AddAction(CGME.Action action, string phase ) { return game.GetPhase(phase).AddAction(action); }
// PLAYERS ----------------- public Player GetPlayer(CGME.Player _player) { foreach (var player in players) { if (player == _player) return player; } return null; }
// GET/SET FUNCTIONS ----------------------------------------------------- // RULESETS --------------- public Ruleset GetRuleset(CGME.Ruleset _ruleset) { foreach (var ruleset in rulesets) { if (ruleset == _ruleset) return ruleset; } return null; }
public void RemovePlayer(CGME.Player player) { players.Remove(player); }
public void RemoveRuleset(CGME.Ruleset ruleset) { rulesets.Remove(ruleset); }
// PLAYERS -------------- public CGME.Player AddPlayer(CGME.Player new_player) { players.Add(new_player); return new_player; }
// LIST FUNCTIONS -------------------------------------------------------- // RULESETS -------------- public CGME.Ruleset AddRuleset(CGME.Ruleset new_ruleset) { rulesets.Add(new_ruleset); return new_ruleset; }
// LIST FUNCTIONS ---------------------------------------- public Deck AddDeck(CGME.Deck new_deck) { decks.Add(new_deck); return new_deck; }
public void RemoveResource(CGME.Resource resource) { resources.Remove(resource); }
// public bool End{ // get {return end;} // set {end = value;} // } // public int Priority // { // get { return priority;} // set { // if (value < PRIORITY_MIN) priority = PRIORITY_MIN; // else if (value > PRIORITY_MAX) priority = PRIORITY_MAX; // else priority = value; // } // } public Action GetAction(CGME.Action _action) { foreach (var action in actions) { if (action == _action) return action; } return null; }
// RESOURCES FUNCTIONS ---------------------------------------- public void AddResource(CGME.Resource new_resource) { resources.Add(new_resource); }
// LIST FUNCTIONS ---------------------------------------- public Action AddAction(CGME.Action new_action) { actions.Add(new_action); return new_action; }
// PRIVATE FUNCTIONS ----------------------------------------- public bool DefineRuleset(CGME.Ruleset ruleset) { if (ruleset == null){ Debug.Log("Error - ruleset failed to load"); return false; } running_ruleset = ruleset; Debug.Log ("SETTING NEW RULESET: " + running_ruleset.Name); return true; }