// 기본덱 제작 private void CreateBasicDeck() { CardDeckList.Add(new MagicCardData(3, "1x1 Block", GetCardFrame(CardValue.Bronze), GetSprite(BlockID.PlayerTile1x1), BlockID.PlayerTile1x1)); CardDeckList.Add(new MagicCardData(3, "1x1 Block", GetCardFrame(CardValue.Bronze), GetSprite(BlockID.PlayerTile1x1), BlockID.PlayerTile1x1)); CardDeckList.Add(new MagicCardData(3, "1x1 Block", GetCardFrame(CardValue.Bronze), GetSprite(BlockID.PlayerTile1x1), BlockID.PlayerTile1x1)); CardDeckList.Add(new UnitCardData(3, "Serika", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Serika), new List <Buff>(), UnitID.Serika)); CardDeckList.Add(new UnitCardData(3, "Alice", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Alice), new List <Buff>(), UnitID.Alice)); CardDeckList.Add(new UnitCardData(3, "Yuni", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Yuni), new List <Buff>(), UnitID.Yuni)); CardDeckList.Add(new UnitCardData(3, "Asahi", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Asahi), new List <Buff>(), UnitID.Asahi)); CardDeckList.Add(new UnitCardData(3, "Fuyuko", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Fuyuko), new List <Buff>(), UnitID.Fuyuko)); CardDeckList.Add(new UnitCardData(3, "Ranger", GetCardFrame(CardValue.Bronze), GetSprite(UnitID.Ranger), new List <Buff>(), UnitID.Ranger)); }
// 유닛ID와 밸류를 기반으로 랜덤한 카드 생성 public void CreateCardData(CardValue value, UnitID unit, List <Buff> buff = null) { int cost = GetUnitValue(value); if (buff == null) { buff = new List <Buff>(); } List <Buff> copyBuff = new List <Buff>(); for (int i = 0; i < buff.Count; i++) { copyBuff.Add(buff[i].Copy()); } CardDeckList.Add(new UnitCardData(cost, UnitID.GetName(unit.GetType(), unit), GetCardFrame(value), GetSprite(unit), copyBuff, unit)); }
// 블럭ID와 밸류를 기반으로 랜덤한 카드 생성 public void CreateCardData(CardValue value, BlockID block, string name) { int cost = GetUnitValue(value); CardDeckList.Add(new MagicCardData(cost, name, GetCardFrame(value), GetSprite(block), block)); }