/// <summary>
 /// Change the character sheet to reflect a particular defender, and turn the character sheet on if necessary.
 /// </summary>
 /// <param name="name">The defender's name.</param>
 /// <param name="speed">The defender's speed.</param>
 /// <param name="attackMod">The defender's attack mod.</param>
 /// <param name="armor">The defender's armor.</param>
 /// <param name="defeatsToNextUpgrade">The number of attackers the defender must defeat to upgrade.</param>
 /// <param name="defeatsSoFar">The defender's current progress toward the next upgrade.</param>
 /// <param name="values">The values of the defender's currently available combat cards.</param>
 public void TakeOverCharSheet(string name, int speed, int attackMod, int armor, int defeatsToNextUpgrade, int defeatsSoFar, List <int> values)
 {
     charSheet.RenameSheet(name);
     charSheet.ReviseStatBlock(speed, attackMod, armor);
     charSheet.ReviseNextLabel(defeatsToNextUpgrade - defeatsSoFar);
     charSheet.ReviseAvailCards(values);
     if (!charSheet.gameObject.activeInHierarchy)
     {
         charSheet.ChangeSheetState();
     }
 }
Beispiel #2
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 /// <summary>
 /// Change the character sheet to reflect a particular defender, and turn the character sheet on if necessary.
 /// </summary>
 /// <param name="name">The defender's name.</param>
 /// <param name="speed">The defender's speed.</param>
 /// <param name="attackMod">The defender's attack mod.</param>
 /// <param name="armor">The defender's armor.</param>
 /// <param name="defeatsToNextUpgrade">The number of attackers the defender must defeat to upgrade.</param>
 /// <param name="defeatsSoFar">The defender's current progress toward the next upgrade.</param>
 /// <param name="values">The values of the defender's currently available combat cards.</param>
 public void TakeOverCharSheet(string name, Sprite portrait, int speed, int attackMod, int armor, int defeatsToNextUpgrade, int defeatsSoFar, List <int> values)
 {
     charSheet.RenameSheet(name);
     charSheet.ReviseCharPortrait(portrait);
     //charSheet.ReviseStatBlock(speed, attackMod, armor); //there might be a need for a stat block in the future; right now, it's not doing any work
     charSheet.ReviseNextLabel(defeatsToNextUpgrade - defeatsSoFar);
     charSheet.ReviseAvailCards(values);
     if (!charSheet.gameObject.activeInHierarchy)
     {
         charSheet.ChangeSheetState();
     }
 }