public bool UseCard(AbilityCard card) { SpawnPlayEffect spawnEffect = card.PlayEffect as SpawnPlayEffect; if (spawnEffect != null) { if (Creature) { return(false); } // this is hard to debug because card.Play()'s use of the play effect depends on CurrentTarget TargetController.CurrentTarget = GetComponent <ITargetable>(); card.Play(); return(true); } else { if (!Creature) { return(false); } TargetController.CurrentTarget = Creature.gameObject.GetComponent <ITargetable>(); card.Play(); return(true); } }
void PlayTopCard() { LeanTween.scale(playCard, new Vector3(2, 2, 2), .5f).setLoopPingPong(1); playSound.Play(); decidingnum = Random.Range(1, 10); AbilityCard targetCard = _playerHand.TopItem; targetCard.Play(); //TODO consider expanding Remove to accept a deck position _playerHand.Remove(_playerHand.LastIndex); _abilityDiscard.Add(targetCard); Debug.Log("Card added to discard: " + targetCard.Name); if (decidingnum <= 7) { StartCoroutine(turnChange()); myPlayer.TakeDamage(enemyDamage); } else { StartCoroutine(turnChange()); _creature.EnemyHeal(healAMount); } }
public void PlayTopCard() { AbilityCard targetCard = _enemyHand.TopItem; targetCard.Play(); //TODO consider expanding Remove to accept a deck position _enemyHand.Remove(_enemyHand.LastIndex); _enemyAbilityDiscard.Add(targetCard); Debug.Log("Card added to discard: " + targetCard.Name); }
void PlayTopCard() { AbilityCard targetCard = _playerHand.TopItem; targetCard.Play(); //TODO consider expanding Remove to accept a deck position Destroy(_displayedHand[_playerHand.LastIndex]); _displayedHand.RemoveAt(_playerHand.LastIndex); _playerHand.Remove(_playerHand.LastIndex); _abilityDiscard.Add(targetCard); Debug.Log("Card added to discard: " + targetCard.Name); }
public virtual void PlayAbilityCard(int index) { AbilityCard targetCard = Hand.GetCard(index); if (targetCard != null && Actions > 0 && Actions >= targetCard.Cost) { targetCard.Play(); Actions -= targetCard.Cost; Hand.Remove(index); AbilityDiscard.Add(targetCard); RaiseActions(Actions); RaiseDiscard(AbilityDiscard); RaiseHand(Hand); } }
private void PlayTopCard() { if (_playerHand.Count > 0) { AbilityCard targetCard = _playerHand.TopItem; targetCard.Play(); //TODO Consider expanding Remove to accept a deck position _playerHand.Remove(_playerHand.LastIndex); _abilityDiscard.Add(targetCard); Debug.Log("Card added to discard: " + targetCard.Name); } else { Debug.LogWarning("Player Hand: Nothing to play - hand is empty!"); } }
public void PlayTopCard() { AbilityCard targetCard = _playerHand.TopItem; targetCard.Play(); //TODO consider expanding Remove to accept a deck position _playerHand.Remove(_playerHand.LastIndex); _abilityDiscard.Add(targetCard); Debug.Log("Card added to discard: " + targetCard.Name); if (_abilityDeck.Count == 0) { Debug.Log("Shuffling cards..."); foreach (AbilityCardData abilityData in _abilityDeckConfig) { AbilityCard newAbilityCard = new AbilityCard(abilityData); _abilityDeck.Add(newAbilityCard); } _abilityDeck.Shuffle(); ShuffleCard.Play(); } }