Beispiel #1
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);

        CardDestBlock block = state.trigger as CardDestBlock;

        if (block == null)
        {
            block = Constants.BATTLE.ResolvedBlock as CardDestBlock;
        }
        int value = 0;

        if (block != null)
        {
            foreach (Card c in block.GetCards())
            {
                value += c.State.Cost;
            }
        }
        else
        {
            Debug.Log("カード破壊情報を読み取れませんでした");
        }

        foreach (GameObject obj in targets)
        {
            Play(obj, value);
            yield return(caster.StartCoroutine(AnimationStart(state.animation, obj)));

            Debug.Log(obj.name);
        }
    }
Beispiel #2
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);

        foreach (GameObject obj in targets)
        {
            yield return(caster.StartCoroutine(AddAttackCount(obj, state)));
        }
    }
Beispiel #3
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);

        foreach (GameObject obj in targets)
        {
            Play(obj, state.value);
            yield return(caster.StartCoroutine(AnimationStart(state.animation, obj)));
            //Debug.Log(obj.name);
        }
    }
Beispiel #4
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);

        foreach (GameObject t in targets)
        {
            if (t.GetComponent <Player>())
            {
                t.GetComponent <Player>().Buff.SetState(state);
                yield return(caster.StartCoroutine(AnimationStart(state.animation, t)));
            }
            /* else if (t.GetComponent<Card>()) { }*/
        }
    }
Beispiel #5
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);

        int mob = 0;

        if (card != null && card.State.cardType == ObjectType.Skill)
        {
            mob = caster.SkillDamage;
        }

        foreach (GameObject obj in targets)
        {
            yield return(caster.StartCoroutine(_Damage(obj, state.value + mob)));
        }
    }
Beispiel #6
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);
        List <Card>       cards   = new List <Card>();
        Card c = null;

        foreach (GameObject obj in targets)
        {
            Debug.Log(obj);
            if ((c = obj.GetComponent <Card>()) != null)
            {
                cards.Add(c);
            }
        }

        Draft(caster, cards);
    }
Beispiel #7
0
    public override IEnumerator Play(Player caster, Card card, EffectState state)
    {
        yield return(caster.StartCoroutine(base.Play(caster, card, state)));

        List <GameObject> targets = state.GetTargets(caster);
        List <Card>       cards   = new List <Card>();
        Card c = null;

        foreach (GameObject obj in targets)
        {
            Debug.Log(obj);
            if ((c = obj.GetComponent <Card>()) != null)
            {
                cards.Add(c);
            }
        }
        cards.Sort((a, b) => { return(a.State.ID - b.State.ID); });
        //重複するカードを削除
        for (int i = 0; i + 1 < cards.Count; i++)
        {
            if (cards[i].State == cards[i + 1].State)
            {
                cards.Remove(cards[i--]);
            }
        }
        for (int i = 0; i < cards.Count; i++)
        {
            if (!caster.AligmentCheck(cards[i].State.cardAligment))
            {
                cards.Remove(cards[i--]);
            }
        }
        if (c)
        {
            yield return(caster.StartCoroutine(AnimationStart(state.animation, c.gameObject)));
        }
        Draft(caster, cards);
    }