public MapItem(System.Random R, Cards.Loading.CardPool cardPool, Cards.Loading.MetaDataLibrary metaDataLibrary, string name, int difficultyTier) { mRewards = new Cards.CardList(); // Difficuly tier goes up in ones // Dif. => Reward // 0, 1 => 1 // 2, 3 => 2 // etc. int rewardTier = (difficultyTier / 2) + 1; for (int i = 0; i < 3; i++) { Cards.Loading.CardMetaData metaData = metaDataLibrary.GetRandomCardByTier(rewardTier); if (metaData != null) { mRewards.AddCard(Cards.Loading.CardLoading.ProduceCard( metaData.mName, cardPool)); } } Completed = false; Available = false; mName = name; mDifficultyTier = difficultyTier; mDidPlayerWin = false; }
public StateManager() { mCardPool = null; mDefaultDeckSpec = null; mCurrentGameScene = GameScene.MainMenu; mCurrentPassedState = null; mCurrentMapState = null; mCurrentCardGameState = null; mCurrentSaveDesc = new SaveDescription(); mCurrentSaveDesc.slot = Assets.GameCode.Saves.SaveSlot.None; }