public static void CheckQ() { if (CardQ.Count != MethodQ.Count) { Debug.Log("YOU F****D UP BIGTIME"); return; } if (CardQ.Count == 0) { S.ClickControlInst.AllowEveryInput(); Debug.Log("Checked Q and allowed every input! This is where card effects terminate and EndTurnCheck() is called."); S.GameControlGUIInst.AnimateCardsToCorrectPositionInSeconds(.15f); S.GameControlInst.CheckDeckCount(); // Checks if the turn is over, and if it is, takes the enemy's turn. if (!S.GameControlInst.EndTurnCheck()) { // The player's turn is not over yet StateSavingControl.Save(); } return; } Card deQCard = CardQ.Dequeue(); QMethodType deQMethod = MethodQ.Dequeue(); switch (deQMethod) { case QMethodType.Activate: deQCard.Activate(false); break; case QMethodType.FreeActivate: if (deQCard.CardAction == Card.CardActionTypes.TargetGridSquare) { deQCard.FreeTargetSquare = true; deQCard.Activate(true); } else if (deQCard.CardAction == Card.CardActionTypes.Armor) { deQCard.Activate(true); } else { Debug.Log("what is happening here?"); } break; case QMethodType.Option: deQCard.OptionQCall(); break; case QMethodType.Special: deQCard.SpecialQCall(); break; case QMethodType.FreeSpecial: deQCard.SpecialQCall(); break; case QMethodType.Discard: deQCard.Discard(); break; } }
public static void AddToQ(Card card, QMethodType methodType) { CardQ.Enqueue (card); MethodQ.Enqueue (methodType); }
public static void AddToQ(Card card, QMethodType methodType) { CardQ.Enqueue(card); MethodQ.Enqueue(methodType); }