public void ManaUntap(CARD_CIVILIZATION _cardCivilization)
    {
        switch (_cardCivilization)
        {
        case CARD_CIVILIZATION.NATURE:
            mNatureManaTapped = mNatureManaTapped - 1;
            break;

        case CARD_CIVILIZATION.FIRE:
            mFireManaTapped--;
            break;

        case CARD_CIVILIZATION.WATER:
            mWaterManaTapped--;
            break;

        case CARD_CIVILIZATION.DARKNESS:
            mDarknessManaTapped--;
            break;

        case CARD_CIVILIZATION.LIGHT:
            mLightManaTapped--;
            break;

        default:
            Debug.LogWarning("GameManager::ManaTap() parametru invalid");
            break;
        }

        mDarknessManaTapped = mDarknessManaTapped < 0 ? 0 : mDarknessManaTapped;
        mLightManaTapped    = mLightManaTapped < 0 ? 0 : mLightManaTapped;
        mNatureManaTapped   = mNatureManaTapped < 0 ? 0 : mNatureManaTapped;
        mWaterManaTapped    = mWaterManaTapped < 0 ? 0 : mWaterManaTapped;
        mFireManaTapped     = mFireManaTapped < 0 ? 0 : mFireManaTapped;
    }
Exemple #2
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 public void SetCardCivilization(CARD_CIVILIZATION _civilization)
 {
     mCardCivilization = _civilization;
 }