public void ShuffleDiscardIntoDeck() { enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDeck.AddCardToDeck(cards); enemyDeck.ShuffleDeck(); cards.Clear(); }
void Start() { enemy = GameObject.FindGameObjectWithTag ("Enemy"); enemyDeck = GameObject.FindGameObjectWithTag ("GameController").GetComponent<EnemyDeck> (); //enemyHand = enemyDeck.handEnemy; enemyAttack = enemy.GetComponent<EnemyAttack> (); enemyHealth = enemy.GetComponent<EnemyHealth> (); enemyMoney = enemy.GetComponent<EnemyMoney> (); EnemyOffensePanel = GameObject.FindGameObjectWithTag ("EnemyOffense"); EnemyDefensePanel = GameObject.FindGameObjectWithTag ("EnemyDefense"); }
//public static EnemyLogic _enemyThink; public void StartThinking() { Player _player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); Creature _creature = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Creature>(); _eDeck = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyDeck>(); _logicDisplay = GameObject.Find("CurrentAIAction").GetComponent <TextMeshProUGUI>(); _playerHealth = _player._health; _currentHealth = _creature._currentHealth; _idealHealth = _creature._idealHealth; _currentDefense = _creature._currentDefense; Choose(); }
public void DrawInitialHand(int handSize) { handSize += handBuff; handSize += FindObjectOfType <Enemy>().GetPermaBuffAmount(StatusEffect.PermaBuffType.HandSize); // minimum hand size is 1, debuffs shouldn't prevent them from every playing anything handSize = Mathf.Clamp(handSize - FindObjectOfType <BattleData>().GetEnemyHandSizeDebuff(), 1, 999999); handBuff = 0; playingCards = false; enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDiscard = FindObjectOfType <EnemyDiscard>(); Debug.Log("enemy handsize: " + handSize); StartCoroutine(DrawHandTimer(handSize)); }
public void BattleSetup(float setupTimeInSeconds) { configData = FindObjectOfType <ConfigData>(); configData.SetupPipManagers(this); healthPipManager = configData.GetEnemyHealthPipManager(); energyPipManager = configData.GetEnemyEnergyPipManager(); SetupHealthAndEnergyText(); enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDeck.SetupDeck(shuffleDeck); enemyDiscard = FindObjectOfType <EnemyDiscard>(); enemyHand = FindObjectOfType <EnemyHand>(); }
/// <summary> /// Immediately cleans-up the match, destroying all cards in hands, decks and boards. /// Prepares everything for new match. /// </summary> public void CleanUpMatch() { GameQueue.CleanUp(); PlayerHand.CleanUp(); EnemyHand.CleanUp(); PlayerDeck.CleanUp(); EnemyDeck.CleanUp(); CardManager.CleanUp(); MatchInfo = null; PlayerTurnCount = 0; EnemyTurnCount = 0; }
public void SetupCard(int count) { // do something with sprite layers (over everything including player hand) // save the card image and replace it with nothing (back of card) GetComponent <Animator>().Play("CardSpin"); SpriteRenderer imageComponent = GetImageComponentByName("CardImage"); // Rework this if more than one canvas is ever on the card cardText = GetComponentInChildren <TextMeshProUGUI>(); cardText.gameObject.SetActive(false); cardImage = imageComponent.sprite; imageComponent.sprite = null; SetSpriteLayers(count); enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDiscard = FindObjectOfType <EnemyDiscard>(); xPos = transform.position.x; yPos = transform.position.y; }
void Start() { EnemyDeck = GetComponent <EnemyDeck>(); CardsInHand = EnemyDeck.Deck.Take(AmountOfCardsToDraw).ToList(); EnemyDeck.Deck.RemoveAll(x => CardsInHand.Any(y => y.ID == x.ID)); UpdateHandLabel(); EnemyDeck.UpdateDeckLabel(); CardsInHand.ForEach(enemyCard => Debug.Log("!!!ENEMY!!! " + enemyCard)); scorchUnitCards = new List <ScorchUnit>(); spyCards = new List <SpyUnit>(); moraleBoostCards = new List <MoraleBoostUnit>(); tightBondCards = new List <TightBondUnit>(); musterCards = new List <MusterUnit>(); medicCards = new List <MedicUnit>(); normalUnitCards = new List <NormalUnit>(); weatherMagicCards = new List <Weather>(); heroCards = new List <HeroUnit>(); clearSkiesCards = new List <ClearSkies>(); RefreshMemory(); }
/// <summary> /// Starts a match. Creates all necessary game objects and cards. /// </summary> /// <param name="matchInfo">Information about initial state of the match. See MatchInfo.</param> public void StartMatch(MatchInfo matchInfo) { MatchInfo = matchInfo; CreateBoardObjects(); PlayerDeck.FillWithCards(matchInfo.PlayerDeckCards); EnemyDeck.FillWithCards(matchInfo.EnemyDeckCards); PlayerHand.FillWithCards(matchInfo.PlayerStartingHandCards); EnemyHand.FillWithCards(matchInfo.EnemyStartingHandCards); PlayerHero.MaxHealth = PlayerHero.CurrentHealth = matchInfo.PlayerHealth; EnemyHero.MaxHealth = EnemyHero.CurrentHealth = matchInfo.EnemyHealth; PlayerResources.Init(matchInfo.PlayerStartingResource); EnemyResources.Init(matchInfo.EnemyStartingResource); if (matchInfo.PlayerAmountOfCardDrawBeforeGame > 0) { PlayerHand.ImmidiatelyTakeCardsFromDeck(PlayerDeck, matchInfo.PlayerAmountOfCardDrawBeforeGame); } if (matchInfo.EnemyAmountOfCardDrawBeforeGame > 0) { EnemyHand.ImmidiatelyTakeCardsFromDeck(EnemyDeck, matchInfo.EnemyAmountOfCardDrawBeforeGame); } if (matchInfo.PlayerGoesFirst) { StartPlayerTurn(); } else { StartEnemyTurn(); } }
void Awake() { instance = this; }
private void LoadEnemyDeck() { enemyDeck = new EnemyDeck(); GameObject[] go = GameObject.FindGameObjectsWithTag("EnemyCard"); for(int i = 0; i < 50; i++) { enemyDeck.AddCard(new Card(), false); enemyDeck.linkGameObjectToCard(go[i], (HandleEnemyMouse)go[i].GetComponent("HandleEnemyMouse"), i); } enemyDeck.SetDeckPosition(); }