public void StandUnit(Card card)
 {
     card.bBecomeStandThisTurn = true;
     card.Stand();
     Game.SendPacket(GameAction.STAND_UNIT, card.pos);
     card.CheckAbilities(CardState.Stand, card);
     Game.field.CheckAbilitiesExcept(card.pos, CardState.Stand_NotMe, card);
 }
 public void SoulChargeFromDrop(Card card)
 {
     card.Stand();
     Game.field.MoveToSoul(card);
     Game.field.RemoveFromDropzone(card);
     Game.field.FixSoulPosition();
     Game.SendPacket(GameAction.FROM_DROP_TO_SOUL, card.cardID);
 }
Exemple #3
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    public void AddToDropZone(Card card)
    {
        LastCardSentToDrop = card;
        card._Coord = CardCoord.DROP;
        card.NormalizeMaterial();
        DropZone.Add(card);
        card.TurnUp();
        card.Stand();

        card.MoveAndRotate(fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f),
                           new Vector3(0.0f, 180.0f, 0.0f));

        //card.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f);
        //card.GetGameObject().transform.eulerAngles = new Vector3(0.0f, 180.0f, 0.0f);
    }
 public void MoveToSoul(Card card)
 {
     card.Stand();
     Game.field.MoveToSoul(card.pos);
     Game.field.RemoveFrom(card.pos);
     Game.field.FixSoulPosition();
     Game.SendPacket(GameAction.FROM_FIELD_TO_SOUL, card.pos);
 }
Exemple #5
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 public void ResetCard(Card card)
 {
     //Reseting current status.
     card.Stand();
     card.unitAbilities.UnsetBool(1);
     card.unitAbilities.UnsetBool(2);
     card.unitAbilities.UnsetBool(3);
     card.unitAbilities.UnsetBool(4);
     card.ResetEndTurnEffects();
     card.ResetPower();
 }