/// /////////////////////////////////////////////////////////// // Use this for initialization void Start() { Current_State = Hero_State.Card; SetStatus(); SetImage(); }
public void SummonHero() { if (Cost < SBattleManager.Instance.currentgage) { switch (ThisCard) { case Hero_List.Veteran: SkillList.Add(Skill_List.Skill_Rush); SkillList.Add(Skill_List.Skill_Heal); SBattleManager.Instance.HeroList.Add(Instantiate(HeroPrefab, new Vector3(3.5f, 0, -6), Quaternion.identity)); SBattleManager.Instance.currentgage -= Cost; break; case Hero_List.Hero1_Knight: break; case Hero_List.Hero2_Dancer: break; case Hero_List.Hero3_Mage: break; case Hero_List.Hero4_Chellinger: break; case Hero_List.Hero5_Hero: break; case Hero_List.Hero6_Killer: break; case Hero_List.Hero7_Monk: break; case Hero_List.Hero8_Phantom: break; case Hero_List.Hero9_Mummy: break; case Hero_List.Hero_Unity: SkillList.Add(Skill_List.Skill_FireExplosion); SkillList.Add(Skill_List.Skill_Avatar); SBattleManager.Instance.HeroList.Add(Instantiate(HeroPrefab_Unity, new Vector3(3.5f, 0, -6), Quaternion.identity)); SBattleManager.Instance.currentgage -= Cost; break; case Hero_List.Hero_SpartanKing: SkillList.Add(Skill_List.Skill_Brave); SkillList.Add(Skill_List.Skill_Tame); SBattleManager.Instance.HeroList.Add(Instantiate(HeroPrefab_SpartanKing, new Vector3(3.5f, 0, -6), Quaternion.identity)); SBattleManager.Instance.currentgage -= Cost; break; } Current_State = Hero_State.Summoned; HeroCard.SetActive(false); } }