// Update is called once per frame private bool UpdateCheck() { bool update = false; //check boost field if (BoostField.GetNumberOfCards() > 0) { boostMultiplier = 2; update = true; } weatherCards = WeatherField.GetCardsInCardPile(); foreach (GameObject card in weatherCards) { if (WeatherType == card.GetComponent <SpecialUnitCard>().GetUnitAbilityType()) { weatherCardActive = true; update = true; break; } } if (cardsInPile != UnitField.GetNumberOfCards() || update) { cardsInPile = UnitField.GetNumberOfCards(); return(true); } else { return(false); } }
private void UpdateCounter() { int[] cardsPower = new int[cardsInPile]; List <GameObject> cards = UnitField.GetCardsInCardPile(); int index = 0; int sum = 0; foreach (GameObject card in cards) { cardsPower[index] = card.GetComponent <CQBCard>().GetCurrentPower(); index++; } if (weatherCardActive) { for (int i = 0; i < cardsInPile; i++) { cardsPower[i] = (cardsPower[i] / cardsPower[i]) * boostMultiplier; sum += cardsPower[i]; } } else { for (int i = 0; i < cardsInPile; i++) { cardsPower[i] *= boostMultiplier; sum += cardsPower[i]; } } this.pileTotal = sum; }
void Reset() { GameObject Outcome = GameObject.Find("Outcome"); CardPile Player = GameObject.Find("Player Melee Field").GetComponentInChildren <CardPile>(); CardPile Enemy = GameObject.Find("Enemy Melee Field").GetComponentInChildren <CardPile>(); List <GameObject> cardpile = Player.GetCardsInCardPile(); foreach (GameObject card in cardpile) { } }