Ejemplo n.º 1
0
    public void StartCombatStateMachine(EncounterConfig combatConfig, Player p)
    {
        useAI             = true;
        currentConfig     = combatConfig;
        playerDiscardPile = new CombatDeck();
        playerExilePile   = new CombatDeck();
        playerHand        = new CombatHand();

        Main.instance.ShufflePlayerCurrentCombatDeck(p);
        playerSideDeck = new CombatDeck(p.GetCurrentCombatDeck());
        //TODO: Load Combat Configs and init enemies
        enemies.Clear();
        foreach (var enemy in combatConfig.enemies)
        {
            //UnityEngine.Debug.Log(ConfigHandler.enemyConfigs[enemy].type);
            Enemy e = new Enemy();
            e.Init(ConfigHandler.enemyConfigs[enemy]);
            enemies.Add(e);
        }

        MainUIController.instance.ActivateEnemyCanvas(enemies);
        DrawInitialHands(p.GetStartingCardCount(), 3); //TODO: Config Enemy Starting Hands
        turn         = 0;
        isPlayerTurn = true;
        isActive     = true;
    }
Ejemplo n.º 2
0
    public override void Init()
    {
        health = new Health();
        health.Init();
        mana = new Mana();
        mana.Init();
        action = new Action();
        action.Init();

        deck = new CombatDeck();
        deck.Init();

        currentHand = new CombatHand();
        discardHand = new CombatHand();
        exileHand   = new CombatHand();
    }
Ejemplo n.º 3
0
    public void StartTimelineStateMachine(EncounterConfig timelineConfig, Player p)
    {
        useAI             = false;
        currentConfig     = timelineConfig;
        playerDiscardPile = new CombatDeck();
        playerExilePile   = new CombatDeck();
        playerHand        = new CombatHand();
        playerSideDeck    = new CombatDeck(p.GetCurrentCombatDeck());

        enemies.Clear();
        foreach (var enemy in timelineConfig.enemies)
        {
            //UnityEngine.Debug.Log(ConfigHandler.enemyConfigs[enemy].type);
            Enemy e = new Enemy();
            e.Init(ConfigHandler.enemyConfigs[enemy]);
            enemies.Add(e);
        }
        isPlayerTurn = false;
        isActive     = true;
    }
Ejemplo n.º 4
0
    public void Init(EnemyConfig config)
    {
        enemyType = config.type;

        name = config.name;

        health = new Health();
        health.Init(config.health);
        mana = new Mana();
        mana.Init(config.mana);
        action = new Action();
        action.Init(config.action);

        deck = new CombatDeck();
        deck.Init(config.deck);
        deck.Shuffle();

        currentHand    = new CombatHand();
        discardHand    = new CombatHand();
        exileHand      = new CombatHand();
        appliedEffects = new Dictionary <Enums.AppliedEffect, int>();
        isDead         = false;
    }