public BlueToYellow2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 1, 0, 0); CardCost = new Transaction(0, 0, 3, 0); cardName = "BlueToYellow2"; mySprite = CheckForMissingArt(basicFactoryPath + cardName); }
public RedToBlue4(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(4, 0, 0, 0); CardOutput = new Transaction(0, 7, 0, 0); cardName = "RedToBlue4"; mySprite = CheckForMissingArt(LevelOneFactoryPath + cardName); }
public FreeToBlue2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(); CardOutput = new Transaction(0, 2, 0, 0); cardName = "FreeBlue2"; mySprite = CheckForMissingArt(LevelOneFactoryPath + cardName); }
public BlueToFactory2(CardEng eng, master m1) : base(eng, m1) { cardName = "BlueToFactory2"; CardCost = new Transaction(0, 1, 0, 0); mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public YellowToCoin2(CardEng eng, master m1) : base(eng, m1) { cardName = "YellowToCoin2"; CardCost = new Transaction(0, 0, 2, 0); CardOutput = new Transaction(0, 0, 0, 2); mySprite = CheckForMissingArt(basicFactoryPath + cardName); }
public BlueToRed2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 2, 0, 0); CardCost = new Transaction(3, 0, 0, 0); cardName = "BlueToRed2"; mySprite = Resources.Load <Sprite>(LevelOneFactoryPath + cardName); }
public FreeToEach2(CardEng eng, master m1) : base(eng, m1) { CardOutput = new Transaction(1, 1, 1, 1); cardName = "FreeToEach2"; Master = m1; mySprite = CheckForMissingArt(basicFactoryPath + cardName); }
public YellowToUpgrade1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 0, 1, 0); cardName = "YellowToUpgrade1"; mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public RedToBlue2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(1, 0, 0, 0); CardOutput = new Transaction(0, 2, 0, 0); cardName = "redToBlue2"; mySprite = Resources.Load <Sprite>(basicFactoryPath + cardName); }
public static List <Card> Options(CardEng cardEng, master master) { List <Card> options = new List <Card>(); options.Add(new TrashOption(cardEng, master)); options.Add(new UpgradeOption(cardEng, master)); return(options); }
public YellowToBlue1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 0, 1, 0); CardOutput = new Transaction(0, 1, 0, 0); cardName = "YellowToBlue1"; mySprite = Resources.Load <Sprite>(LevelOneFactoryPath + cardName); CanUpgrade = true; }
public BlueToRed1(CardEng eng, master m1) : base(eng, m1) { cardName = "BlueToRed1"; CardCost = new Transaction(0, 1, 0, 0); CardOutput = new Transaction(1, 0, 0, 0); mySprite = Resources.Load <Sprite>(LevelOneFactoryPath + cardName); CanUpgrade = true; }
public BlueResource(CardEng eng, master m1) : base(eng, m1) { cardName = "Blue"; mySprite = Resources.Load <Sprite>(optionPath + cardName); CanUpgrade = true; FactoryCost = m1.blueCost1; myCurrency = Currency.blue; }
public FreeToYellow1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(); CardOutput = new Transaction(0, 0, 1, 0); cardName = "FreeYellow1"; mySprite = CheckForMissingArt(LevelOneFactoryPath + cardName); CanUpgrade = true; }
public CoinToEach2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 0, 0, 1); CardOutput = new Transaction(2, 1, 1, 0); cardName = "CoinToEach2"; mySprite = Resources.Load <Sprite>(LevelOneFactoryPath + cardName); CanUpgrade = false; }
public RedToYellow2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(1, 0, 0, 0); CardOutput = new Transaction(0, 0, 1, 0); cardName = "RedToYellow2"; mySprite = Resources.Load <Sprite>(LevelOneFactoryPath + cardName); CanUpgrade = false; }
public YellowResource(CardEng eng, master m1) : base(eng, m1) { cardName = "Yellow"; mySprite = Resources.Load <Sprite>(optionPath + cardName); CanUpgrade = false; FactoryCost = m1.yellowCost1; myCurrency = Currency.yellow; }
//costs public RedToBlueFactory1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(1, 0, 0, 0); CardOutput = new Transaction(0, 2, 0, 0); cardName = "redToBlue1"; mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public CoinResource(CardEng eng, master m1) : base(eng, m1) { cardName = "Coin"; mySprite = Resources.Load <Sprite>(optionPath + cardName); CanUpgrade = false; FactoryCost = m1.coinCost1; myCurrency = Currency.coin; }
public RedToBlue3(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(3, 0, 0, 0); CardOutput = new Transaction(0, 5, 0, 0); cardName = "RedToBlue3"; mySprite = CheckForMissingArt(LevelOneFactoryPath + cardName); CanUpgrade = true; }
public RBYToCoin1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(2, 2, 2, 0); CardOutput = new Transaction(0, 0, 0, 4); cardName = "RBYToCoin1"; mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public RBYToCoin2(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(1, 1, 2, 0); CardCost = new Transaction(0, 0, 0, 4); cardName = "RBYToCoin2"; Master = m1; mySprite = CheckForMissingArt(basicFactoryPath + cardName); }
public RedResource(CardEng eng, master m1) : base(eng, m1) { cardName = "Red"; mySprite = Resources.Load <Sprite>(optionPath + cardName); CanUpgrade = false; FactoryCost = m1.redCost1; myCurrency = Currency.red; }
public FreeToEach1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(); CardOutput = new Transaction(1, 1, 1, 0); cardName = "FreeToEach1"; Master = m1; mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public BlueToYellow1(CardEng eng, master m1) : base(eng, m1) { CardCost = new Transaction(0, 1, 0, 0); CardOutput = new Transaction(0, 0, 2, 0); cardName = "BlueToYellow1"; Master = m1; mySprite = CheckForMissingArt(basicFactoryPath + cardName); CanUpgrade = true; }
public static List <Card> StringsToCards(List <string> cardNames, CardEng cardEng, master master) { List <Card> cards = new List <Card>(); foreach (string cardName in cardNames) { cards.Add(cardHolder.GetCardByCardName(cardName, cardEng, master)); } return(cards); }
public static List <Card> ResorceCards(CardEng cardEng, master master) { List <Card> cards = new List <Card>(); cards.Add(new RedResource(cardEng, master)); cards.Add(new BlueResource(cardEng, master)); cards.Add(new YellowResource(cardEng, master)); cards.Add(new CoinResource(cardEng, master)); return(cards); }
public static List <Card> Level1ShopCards(CardEng cardEng, master master) { List <Card> cards = new List <Card>(); cards.Add(new BlueToRed1(cardEng, master)); cards.Add(new RedToYellow1(cardEng, master)); cards.Add(new YellowToBlue1(cardEng, master)); cards.Add(new RedToBlue3(cardEng, master)); cards.Add(new BlueToYellow3(cardEng, master)); return(cards); }
public static List <Card> Level1LockCards(CardEng cardEng, master master) { List <Card> cards = new List <Card>(); cards.Add(new FreeToRed2(cardEng, master)); cards.Add(new FreeToBlue1(cardEng, master)); cards.Add(new FreeToYellow1(cardEng, master)); cards.Add(new CoinToEach1(cardEng, master)); cards.Add(new RBToCoin1(cardEng, master)); return(cards); }
// wow this lookup looks costly prob should set it up once somewhere on load. public static Card GetCardByCardName(string cardName, CardEng eng, master master) { List <Card> allCards = LoadAllCards(eng, master); foreach (Card card in allCards) { if (cardName == card.cardName) { return(card); } } Debug.LogError("Failed to find card: " + cardName); return(new PlaceHolderCard()); }