Beispiel #1
0
        public override void Execute()
        {
            //TODO:: Think if this is an acceptable solution, since it seems potentially narrow.  It also assumes that the mana you reserved
            //       exactly corresponds to the mana you NEED to pay.  I guess this helps with any optional costs that might get played, but I
            //       worry that it'd be possible to un-reserve mana somehow to avoid actually paying the requisite amounts for the skill's costs

            //We'll spend all the mana that we've reserved as part of the mana-paying process of targetting and then clear out reserved mana
            ContSkillEngine.PushSingleExecutable(new ExecChangeMana(skill.chrOwner, skill.chrOwner.plyrOwner,
                                                                    Mana.GetNegatedMana(skill.chrOwner.plyrOwner.manapool.manaReservedToPay)));

            skill.chrOwner.plyrOwner.manapool.ResetReservedMana();
        }
Beispiel #2
0
    public void PayManaPaymentForCost(Mana manaPaid, ManaCost manaCost)
    {
        Debug.Assert(manaCost.CanBePaidWith(manaPaid));

        manaOwned.ChangeMana(Mana.GetNegatedMana(manaPaid));
    }