// initialize the card members according to the parsed json cardData and points to the cardScanner in the scene public void Initialize(CardsScanner cardsScanner, ActionCardStats cardStats) { //Debug.Log("Initializing action card "); _cardsScanner = cardsScanner; CardName = cardStats.cardName; ActionId = cardStats.actionId; CharacterId = cardStats.CharacterId; ChangeThreat = cardStats.changeThreat; ThreatToChange = cardStats.threatToChange; //Print(); }
// initialize the card members according to the parsed json cardData and points to the cardScanner in the scene public void Initialize(CardsScanner cardsScanner, ItemCardStats cardStats) { //Debug.Log("Initializing item card "); _cardsScanner = cardsScanner; CardName = cardStats.cardName; ItemId = cardStats.itemId; InfluenceCharacter = cardStats.influenceCharacter; CharacterToInfluence = cardStats.characterToInfluence; InfluenceCharacterBy = cardStats.influenceCharacterBy; InfluenceThreat = cardStats.influenceThreat; ThreatToInfluence = cardStats.threatToInfluence; InfluenceThreatBy = cardStats.influenceThreatBy; //Print(); }
// initialize the card members according to the parsed json cardData and points to the cardScanner in the scene public void Initialize(CardsScanner cardsScanner, ScenarioCardStats cardStats) { //Debug.Log("Initializing scenario card "); _cardsScanner = cardsScanner; CardName = cardStats.cardName; ScenarioId = cardStats.scenarioId; //Debug.Log(cardStats.fateMatrix); ThreatToChange = cardStats.threatToChange; // transposition of the ScenarioCardStatFateMatrix because they are stored by character column in JSON // and we want to access them like this : FateMatrix[characterId, actionId] for (int i = 0; i < GameManager.nbCharacters; i++) { float[] tmpCharActions = new float[GameManager.nbActionsPerCharacter]; // GameManager.nbActionsPerCharacter-1 : -1 because do nothing action is not written in the matrix for (int j = 0; j < GameManager.nbActionsPerCharacter - 1; j++) { FateMatrix[i, j] = cardStats.fateMatrix[j, i]; } } //Print(); }