public void refreshBuffs(buffs buff) { if (buff.buffAmount != 0) { this.power += buff.buffAmount; } }
private IEnumerator targetedIronResolve() { while (!selected && target == null) { yield return(new WaitForSeconds(0.2f)); } if (target.CompareTag("Model")) { buffs ironResolveBuff = new buffs(); ironResolveBuff.buffAmount = 3; ironResolveBuff.buffCardId = 10; ironResolveBuff.buffName = "Iron Resolve"; target.GetComponent <monsterInfo>().refreshBuffs(ironResolveBuff); GameState.getActivePlayer().cardSelected = false; GameState.getActivePlayer().handCards.Remove(GameState.getActivePlayer().selectedCard); GameState.getActivePlayer().graveyard.Add(GameState.getActivePlayer().selectedCard); GameObject topGraveyardCard = GameState.getActivePlayer().graveyard[GameState.getActivePlayer().graveyard.Count - 1]; topGraveyardCard.GetComponent <Card>().pointerEventsEnabled = false; Debug.Log("TGC" + topGraveyardCard.GetComponent <Card>().cardName.text); topGraveyardCard.transform.SetParent(GameObject.Find("graveyard").transform, false); topGraveyardCard.transform.localPosition = new Vector3(0, 0, 0); topGraveyardCard.transform.localScale = new Vector3(0.52f, 0.5f, 0.75f); topGraveyardCard.SetActive(true); cardEventHandler.onSummon -= ironResolve; //Destroy(GameState.getActivePlayer().selectedCard); } }
//todo need to find a way to store enchants without changing originals, making silence applicable public void addBuff(string name, int amount, int cardID) { buffs tempBuff = new buffs(); tempBuff.buffName = name; tempBuff.buffAmount = amount; tempBuff.buffCardId = cardID; monsterBuffs.Add(tempBuff); }
public drops(ContentControl drop, string type, int? points = null, buffs buffs = null, debuffs debuffs = null, int? lives = null, int? ballBuff = null) { //Når man skriver et parameter i en constructor med f.eks. = null, så er parametren optional, og så kan du tjekke nede i hitPlayer() om hvad den skal... DropObject = drop; typeOfDrop = type; _buff = buffs; _debuff = debuffs; _points = points; _lives = lives; _ballBuff = ballBuff; }
public drops(ContentControl drop, string type, int?points = null, buffs buffs = null, debuffs debuffs = null, int?lives = null, int?ballBuff = null) { //Når man skriver et parameter i en constructor med f.eks. = null, så er parametren optional, og så kan du tjekke nede i hitPlayer() om hvad den skal... DropObject = drop; typeOfDrop = type; _buff = buffs; _debuff = debuffs; _points = points; _lives = lives; _ballBuff = ballBuff; }
private IEnumerator targetedIronResolve() { while (!selected && target == null) { yield return(new WaitForSeconds(0.2f)); } if (target.CompareTag("Minion")) { buffs ironResolveBuff = new buffs(); ironResolveBuff.buffAmount = 3; ironResolveBuff.buffCardId = 10; ironResolveBuff.buffName = "Iron Resolve"; target.GetComponent <monsterInfo>().refreshBuffs(ironResolveBuff); updatePowerTooltip(target); GameState.getActivePlayer().cardSelected = false; GameState.getActivePlayer().handCards.Remove(GameState.getActivePlayer().selectedCard); GameState.getActivePlayer().graveyard.Add(GameState.getActivePlayer().selectedCard); GameObject topGraveyardCard = GameState.getActivePlayer().graveyard[GameState.getActivePlayer().graveyard.Count - 1]; topGraveyardCard.GetComponent <Card>().pointerEventsEnabled = false; Debug.Log("TGC" + topGraveyardCard.GetComponent <Card>().cardName.text); topGraveyardCard.transform.SetParent(GameObject.Find("graveyard").transform, false); topGraveyardCard.transform.localPosition = new Vector3(0, 0, 0); topGraveyardCard.transform.localScale = new Vector3(0.52f, 0.5f, 0.75f); topGraveyardCard.SetActive(true); //Reorder cards here until we do better refactoring GameState.getActivePlayer().reorderHandCards(); target = null; cardEventHandler.onSummon -= ironResolve; //Destroy(GameState.getActivePlayer().selectedCard); } else if (results.Count > 0) { foreach (RaycastResult result in results) { if (result.gameObject.CompareTag("Card")) { //selected = true; // stop coroutine cardEventHandler.onSummon -= ironResolve; break; } } } target = null; }