public AddMarker(AbilityStep step, GameObject markerPrefab, bool reuseTarget = false, Card card = null) { thisStep = step; this.markerPrefab = markerPrefab; this.reuseTarget = reuseTarget; this.card = card; }
private void CreateAbilityStep(AbilityStep step, List <ICardAbilityStep> steps, Card card) { switch (step) { case AbilityStep.ChooseTarget: break; case AbilityStep.AddMarker: steps.Add(new AddMarker(step, GameLocalization.Instance.GetMarkerPrefab(), reuseTarget, card)); break; case AbilityStep.RemoveMarker: steps.Add(new RemoveMarker(step, reuseTarget)); break; case AbilityStep.CardFinishedResolving: break; case AbilityStep.BreachBarriers: steps.Add(new BreachBarriers(step, reuseTarget)); break; case AbilityStep.AddHalfMarker: var fullMarkerPrefab = GameLocalization.Instance.GetMarkerPrefab(); var halfMarkerPrefab = GameLocalization.Instance.CheatGetPrefab(false); steps.Add(new AddHalfMarker(step, halfMarkerPrefab, fullMarkerPrefab)); break; case AbilityStep.Idle: break; default: break; } }
public AddHalfMarker(AbilityStep step, GameObject halfMarkerPrefab, GameObject fullMarkerPrefab, bool reuseTarget = false) { thisStep = step; this.halfMarkerPrefab = halfMarkerPrefab; this.fullMarkerPrefab = fullMarkerPrefab; this.reuseTarget = reuseTarget; }
public StepMachineIdle(AbilityStep step) { thisStep = step; }
public CardFinishedResolving(AbilityStep step, Card card) { thisStep = step; this.card = card; }
public RemoveMarker(AbilityStep step, bool reuseTarget = false) { thisStep = step; this.reuseTarget = reuseTarget; }
public BreachBarriers(AbilityStep step, bool reuseTarget = false) { thisStep = step; this.reuseTarget = reuseTarget; }