Exemple #1
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 public CardQueueItem()
 {
     EnergyOnUse = 0;
     Card        = null;
     Monster     = null;
 }
 public override void OnStruck(AbstractBattleUnit unitStriking, AbstractCard cardUsedIfAny, int totalDamageTaken)
 {
     ActionManager.Instance.ApplyStatusEffect(OwnerUnit, new StrengthStatusEffect(), 1);
 }
Exemple #3
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 public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target)
 {
     card.Action_Exhaust();
 }
 public static void Action_Exhaust(this AbstractCard card)
 {
     action.ExhaustCard(card);
 }
Exemple #5
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 public GashAction(AbstractCard _card, int _amount)
 {
     card   = _card;
     Amount = _amount;
 }
Exemple #6
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 public DrawAction(AbstractCharacter source, AbstractCharacter target, AbstractCard card, int draw)
     : base(source, target, card)
 {
     _draw = draw;
 }
Exemple #7
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 public override void OnStrike(AbstractCard damageSource, AbstractBattleUnit target, int totalDamageAfterModifiers)
 {
     action().ApplyStatusEffect(target, new WeakenedStatusEffect());
 }
 public InHand(AbstractCard card, BattlePlayer player) : base(card, player)
 {
 }
Exemple #9
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 public static void promptTileBuy(AbstractCard locationCard)
 {
     // show the card, and below it, show buy or skip
     // after clicking on that, remove the display,
     // show the end turn thing.
 }
Exemple #10
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 public DeckItemViewModel(AbstractCard card, int _count)
 {
     this.card   = card;
     this._count = _count;
     this.cardId = card.cardId;
 }
Exemple #11
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 public ModifyBlockAction(AbstractCard _card, int _amount)
 {
     SetValues(Target, Source, _amount);
     GameActionType = ActionType.CardManipulation;
     cardToModify   = _card;
 }
Exemple #12
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 public DeckItemViewModel(AbstractCard card)
 {
     this.card   = card;
     this._count = 1;
     this.cardId = card.cardId;
 }
Exemple #13
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 public CardQueueItem(AbstractCard _card, bool _isEndTurnAutoPlay) : this(_card, null)
 {
     IsEndTurnAutoPlay = _isEndTurnAutoPlay;
 }
Exemple #14
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 public CardQueueItem(AbstractCard _card, AbstractMonster _monster) : this(_card, _monster, EnergyPanel.GetCurrentEnergy())
 {
 }
 ///<summary>
 ///Trigger when a card is drawn. Takes two arguments - card, representing the card drawn; and cardOwner, representing the owner of that card.
 ///</summary>
 public EventCardDrawn(AbstractCard card, AbstractCharacter cardOwner)
 {
     this.type      = EventType.CARD_DRAWN;
     this.cardDrawn = card;
     this.owner     = cardOwner;
 }
Exemple #16
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 /// <summary>
 /// 牌库指定位置追加<code>card</code>。
 /// </summary>
 /// <param name="index">下标</param>
 /// <param name="card">待添加卡牌</param>
 /// <seealso cref="AbstractCard"/>
 public virtual void Add(int index, AbstractCard card)
 {
     _deck.Insert(index, card);
 }
 protected override void HandleCardReleasedEventForCardSelect(List <GameObject> elements, AbstractCard logicalCard)
 {
     throw new System.NotImplementedException();
 }
Exemple #18
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 /// <summary>
 /// 牌库尾部追加<code>card</code>。
 /// </summary>
 /// <param name="abstractCard">待添加卡牌</param>
 /// <seealso cref="AbstractCard"/>
 public void Add(AbstractCard abstractCard)
 {
     Add(_deck.Count, abstractCard);
 }
 public void SelectCardsFromList(List <AbstractCard> cardsToDisplay, int numToSelect, bool mustSelectExact, AbstractCard caller)
 {
     this.caller = caller;
     this.caller.suppressEventCalls = true;
     if (cardsToDisplay.Count == 0 || (cardsToDisplay.Count <= numToSelect && mustSelectExact))
     {
         SelectedCards(cardsToDisplay);
         return;
     }
     renderer.DisplayCardSelectScreen(cardsToDisplay, numToSelect, mustSelectExact);
 }
Exemple #20
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 public DestroyArgumentAction(AbstractArgument argumentToDestroy, AbstractCard destroyingCard)
 {
     this.argumentToDestroy   = argumentToDestroy;
     this.owner               = argumentToDestroy.OWNER;
     this.destroyedByThisCard = destroyingCard;
 }
Exemple #21
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 public AbstractAction(AbstractCharacter source, AbstractCharacter target, AbstractCard sourceCard)
 {
     Source     = source;
     Target     = target;
     SourceCard = sourceCard;
 }
Exemple #22
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 public DiscardAction(AbstractCharacter source, AbstractCharacter target, AbstractCard card, int discard)
     : base(source, target, card)
 {
     _discard = discard;
 }
 public static void GainDataPoints(AbstractCard cardUsed, int numberDataPoints)
 {
 }
 public override void OnStruck(AbstractBattleUnit unitStriking, AbstractCard cardUsedIfAny, int totalDamageTaken)
 {
     action().DamageUnitNonAttack(unitStriking, null, Stacks);
 }
Exemple #25
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 public override void OnUse(AbstractCharactor user, AbstractCharactor reciver, AbstractCard thisCard)
 {
     reciver.ReciveDamage(new DamageInfo()
     {
         Damage = thisCard.Damage
     });
 }
 public override bool SlayInner(AbstractCard damageSource, AbstractBattleUnit target)
 {
     action().ApplyStress(damageSource.Owner, -8);
     return(true);
 }
Exemple #27
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 public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target)
 {
     CardAbilityProcs.ProcExert(card);
 }
 public EventArgDestroyed(AbstractArgument argDestroyed, AbstractCard destroyingCard)
 {
     this.type = EventType.ARGUMENT_DESTROYED;
     this.argumentDestroyed = argDestroyed;
     this.destroyingCard    = destroyingCard;
 }
Exemple #29
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 public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target)
 {
     ActionManager.Instance.AttackWithCard(card, target);
 }
Exemple #30
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 /// <summary>
 /// Buff Action 构造函数
 /// </summary>
 /// <param name="source"></param>
 /// <param name="target"></param>
 /// <param name="buff">Buff</param>
 /// <param name="isTakeBuff">是否是施加Buff,true:施加,false:消除</param>
 /// <exception cref="ArgumentNullException"></exception>
 public BuffAction(AbstractCharacter source, AbstractCharacter target, Buff buff, AbstractCard card, bool isTakeBuff) : base(source,
                                                                                                                             target, card)
 {
     _buff       = buff ?? throw new ArgumentNullException(nameof(buff));
     _isTakeBuff = isTakeBuff;
 }