void InitializeGame() { playerCards = new List <CardInfo>(); enemyCards = new List <CardInfo>(); for (int i = 1; i <= 13; i++) { playerCards.Add(new CardInfo(i)); enemyCards.Add(new CardInfo(i)); } int p1, p2, gk, gov; GetBonusPos(out p1, out p2, out gk, out gov); playerCards[p1].mEffect = CardInfo.CardEffect.Pioneer; playerCards[p2].mEffect = CardInfo.CardEffect.Pioneer; playerCards[gk].mEffect = CardInfo.CardEffect.GiantKiller; playerCards[gov].mEffect = CardInfo.CardEffect.Governor; GetBonusPos(out p1, out p2, out gk, out gov); enemyCards[p1].mEffect = CardInfo.CardEffect.Pioneer; enemyCards[p2].mEffect = CardInfo.CardEffect.Pioneer; enemyCards[gk].mEffect = CardInfo.CardEffect.GiantKiller; enemyCards[gov].mEffect = CardInfo.CardEffect.Governor; for (int i = 0; i < enemyCards.Count; i++) { var temp = enemyCards[i]; int randomIndex = Random.Range(i, enemyCards.Count); enemyCards[i] = enemyCards[randomIndex]; enemyCards[randomIndex] = temp; } onGameInitialized?.Invoke(); }
private void Start() { _player.SetOnDeath(() => OnPlayerDies.Invoke(_player.HasRevived())); _player.SetOnRevive(() => { _enemies.ForEach(Destroy); _enemies.Clear(); }); OnGameInitialized.Invoke(); }