public bool MoveCardToOtherRow(Card card, int targetRowIndex) { if (HaveCardEnoughStaminaToMove(card, targetRowIndex) && battlefield.IsRoadToRowClear(card, targetRowIndex)) { BattleRow targetRow = battlefield.MoveCardToRow(card, targetRowIndex); currentCardAction = new CardActionMove(card, card.gameObject, new Vector3(targetRow.transform.position.x, card.transform.position.y, targetRow.transform.position.z)); return(true); } return(false); }
private void Start() { TargetableObject attacker = BattleManager.battleInfo.GetAttacker(); TargetableObject defender = BattleManager.battleInfo.GetDefender(); Color noCountryColor = CountryManager.instance.NoCountryColor; attackerColorObj.GetComponent <Renderer>().material.SetColor("_Color", attacker.MyCountry != null ? attacker.MyCountry.GetCountryColor() : noCountryColor); defenderColorObj.GetComponent <Renderer>().material.SetColor("_Color", defender.MyCountry != null ? defender.MyCountry.GetCountryColor() : noCountryColor); obj = Instantiate(attackBulletPrefab, transform); obj.AddComponent <AudioSource>(); obj.transform.localScale = new Vector3(10, 10, 10); currentCardAction = new CardActionMove(null, null, new Vector3()); RefreshUI(); }
public void AttackCard(Card attackingCard, Card attackedCard) { currentCardAction = new CardActionAttack(attackingCard, attackedCard, obj, attackedCard.transform.position); }