Example #1
0
 private void Awake()
 {
     getBarInfo    = FindObjectOfType <GetBarInfo>();
     turnSystem    = FindObjectOfType <TurnSystem>();
     damageHandler = FindObjectOfType <DamageHandler>();
     gridGenerator = FindObjectOfType <EditedGridGenerator>();
 }
Example #2
0
 private void Awake()
 {
     allSkills     = FindObjectOfType <AllSkills>();
     turnSystem    = FindObjectOfType <TurnSystem>();
     gridGenerator = FindObjectOfType <EditedGridGenerator>();
     getStats      = GetComponent <GetStats>();
 }
Example #3
0
    public bool cast(Card card, EditedGridGenerator _gridGenerator, GameObject user, BattleStatus battleStatus, GetStats turn)
    {
        targets       = 0;
        gridGenerator = _gridGenerator;

        if (turnSystem.GetBattleStatus() != battleStatus && turnSystem.currentTurn != turn && turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>())
        {
            if (turnSystem.currentTurn == player.GetComponent <GetStats>())
            {
                gridGenerator.DestroyTiles(DestroyOption.selectedTiles, true, true);
                Debug.Log("Its not the right stage to play a card");
            }

            return(false);
        }
        if (user.GetComponent <GetStats>().character.currentMana >= card.manaCost)
        {
            foreach (GameObject tile in gridGenerator.selectedTiles)
            {
                foreach (GameObject tile1 in gridGenerator.rangeTiles)
                {
                    //Debug.Log($"{tile.transform.position.x} == {tile1.transform.position.x} && {tile.transform.position.z} == {tile1.transform.position.z} ");
                    if (tile.transform.position.x == tile1.transform.position.x && tile.transform.position.z == tile1.transform.position.z)
                    {
                        parametersObjects.Add(user);
                        parametersObjects.Add(tile);
                        skillInfo.SetCardID(card);
                        user.GetComponent <GetStats>().lastcastedSkill = card;
                        this.SendMessage(card.skill.ToString(), parametersObjects);
                        targets++;

                        if (targets >= card.maxAmountOfTargets)
                        {
                            return(true);
                        }
                    }
                }
            }
            if (targets == 0)
            {
                if (turnSystem.GetBattleStatus() != BattleStatus.Move && turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>())
                {
                    Debug.Log("Select valid targets");
                    gridGenerator.DestroyTiles(DestroyOption.all, true, true);
                }
                return(false);
            }
        }
        else
        {
            if (turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>())
            {
                Debug.Log("You dont have enough mana for this ability");
            }
            return(false);
        }
        return(false);
    }
Example #4
0
 private void Awake()
 {
     turnSystem    = FindObjectOfType <TurnSystem>();
     getBarInfo    = FindObjectOfType <GetBarInfo>();
     gridGenerator = FindObjectOfType <EditedGridGenerator>();
     cardSystem    = FindObjectOfType <CardSystem>();
     skillInfo     = FindObjectOfType <SkillInfo>();
     allSkills     = FindObjectOfType <AllSkills>();
     getCardInfo   = GetComponent <GetCardInfo>();
 }
Example #5
0
    private void Awake()
    {
        cardSystem    = FindObjectOfType <CardSystem>();
        gridGenerator = FindObjectOfType <EditedGridGenerator>();
        index         = (int)status;

        getStats = FindObjectsOfType <GetStats>();
        foreach (GetStats getStat in getStats)
        {
            if (currentTurn != cardSystem.Player.GetComponent <GetStats>())
            {
                if (getStat != cardSystem.Player.GetComponent <GetStats>())
                {
                    getStat.character.relation = RelationType.Friendly;
                }
                else
                {
                    getStat.character.relation = RelationType.Enemy;
                }
            }
            else if (currentTurn == cardSystem.Player.GetComponent <GetStats>())
            {
                if (getStat == cardSystem.Player.GetComponent <GetStats>())
                {
                    getStat.character.relation = RelationType.Friendly;
                }
                else
                {
                    getStat.character.relation = RelationType.Enemy;
                }
            }
        }

        SetOrder();
        RefreshOrder();
    }