Ejemplo n.º 1
0
 public void SelectAim(ISkillAim aim)
 {
     ISkillAim[] aims = new ISkillAim[] { aim };
     if (activeCard)
     {
         CardEffect cellAimedCard = activeCard.CardAsset.CardEffects.FirstOrDefault(ce => ce.cardAim == CardEffect.CardAim.Cell);
         if (cellAimedCard != null)
         {
             if (cellAimedCard.cellAimType == CardEffect.CellAimType.Circle)
             {
                 List <ISkillAim> targetBlocks = new List <ISkillAim> ();
                 aims = BlocksField.Instance.GetBlocksInRadius(aim as Block, cellAimedCard.Radius).ToArray();
                 foreach (Block bf in aims)
                 {
                     if (CellAllowed(cellAimedCard, bf))
                     {
                         targetBlocks.Add(bf);
                     }
                 }
                 aims = targetBlocks.ToArray();
             }
         }
     }
     SelectAims(aims);
 }
Ejemplo n.º 2
0
    public bool Check(ISkillAim aim = null)
    {
        switch (conditionType)
        {
        case ConditionType.Biom:
            break;

        case ConditionType.Cell:
            switch (aimConditionType)
            {
            case AimCondition.AimPlayer:
                break;

            case AimCondition.AnyEnemy:
                break;

            case AimCondition.Player:
                break;

            case AimCondition.AnyPlayer:
                break;

            case AimCondition.AllPlayers:
                break;
            }
            break;

        case ConditionType.State:
            break;

        case ConditionType.Cards:
            /*switch(aimConditionType)
             *      {
             *              case AimCondition.AimPlayer:
             *                      break;
             *              case AimCondition.AnyEnemy:
             *                      break;
             *              case AimCondition.Player:
             *                      break;
             *              case AimCondition.AnyEnemy:
             *                      break;
             *              case AimCondition.AllPlayers:
             *                      break;
             *      }
             */
            break;
        }

        return(false);
    }