public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = ID, NameKey = ID + "_Name", Size = 2, Health = 10, AttackDamage = 5, RoomModifierBuilders = new List <RoomModifierDataBuilder> { new RoomModifierDataBuilder { roomStateModifierClassType = typeof(RoomStateMagicalPowerModifier), ParamInt = 0 } } }; AssetAdder.AddUnitImg(characterDataBuilder, ID); // TODO: Magic Power this floor only return(characterDataBuilder); }
public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = ID, NameKey = ID + "_Name", Size = 2, Health = 10, AttackDamage = 5, }; AssetAdder.AddUnitImg(characterDataBuilder, ID); return(characterDataBuilder); }
public static CharacterData BuildUnit() { CardPool cardPool = UnityEngine.ScriptableObject.CreateInstance <CardPool>(); CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { characterID = ID, NameKey = ID + "_Name", Size = 1, Health = 10, AttackDamage = 3, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.PostCombat, AdditionalTextOnTrigger = "", EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateType = typeof(CardEffectAddBattleCard), ParamCardPool = cardPool, ParamInt = 1 } } } } }; AssetAdder.AddUnitImg(characterDataBuilder, ID); CardData forPool = CustomCardManager.GetCardDataByID(AliceGift.ID); var cardDataList = (Malee.ReorderableArray <CardData>)AccessTools.Field(typeof(CardPool), "cardDataList").GetValue(cardPool); cardDataList.Add(forPool); return(characterDataBuilder.BuildAndRegister()); }