private void Awake() { getBarInfo = FindObjectOfType <GetBarInfo>(); turnSystem = FindObjectOfType <TurnSystem>(); damageHandler = FindObjectOfType <DamageHandler>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); }
private void Awake() { allSkills = FindObjectOfType <AllSkills>(); turnSystem = FindObjectOfType <TurnSystem>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); getStats = GetComponent <GetStats>(); }
public bool cast(Card card, EditedGridGenerator _gridGenerator, GameObject user, BattleStatus battleStatus, GetStats turn) { targets = 0; gridGenerator = _gridGenerator; if (turnSystem.GetBattleStatus() != battleStatus && turnSystem.currentTurn != turn && turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>()) { if (turnSystem.currentTurn == player.GetComponent <GetStats>()) { gridGenerator.DestroyTiles(DestroyOption.selectedTiles, true, true); Debug.Log("Its not the right stage to play a card"); } return(false); } if (user.GetComponent <GetStats>().character.currentMana >= card.manaCost) { foreach (GameObject tile in gridGenerator.selectedTiles) { foreach (GameObject tile1 in gridGenerator.rangeTiles) { //Debug.Log($"{tile.transform.position.x} == {tile1.transform.position.x} && {tile.transform.position.z} == {tile1.transform.position.z} "); if (tile.transform.position.x == tile1.transform.position.x && tile.transform.position.z == tile1.transform.position.z) { parametersObjects.Add(user); parametersObjects.Add(tile); skillInfo.SetCardID(card); user.GetComponent <GetStats>().lastcastedSkill = card; this.SendMessage(card.skill.ToString(), parametersObjects); targets++; if (targets >= card.maxAmountOfTargets) { return(true); } } } } if (targets == 0) { if (turnSystem.GetBattleStatus() != BattleStatus.Move && turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>()) { Debug.Log("Select valid targets"); gridGenerator.DestroyTiles(DestroyOption.all, true, true); } return(false); } } else { if (turnSystem.currentTurn == cardSystem.Player.GetComponent <GetStats>()) { Debug.Log("You dont have enough mana for this ability"); } return(false); } return(false); }
private void Awake() { turnSystem = FindObjectOfType <TurnSystem>(); getBarInfo = FindObjectOfType <GetBarInfo>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); cardSystem = FindObjectOfType <CardSystem>(); skillInfo = FindObjectOfType <SkillInfo>(); allSkills = FindObjectOfType <AllSkills>(); getCardInfo = GetComponent <GetCardInfo>(); }
private void Awake() { cardSystem = FindObjectOfType <CardSystem>(); gridGenerator = FindObjectOfType <EditedGridGenerator>(); index = (int)status; getStats = FindObjectsOfType <GetStats>(); foreach (GetStats getStat in getStats) { if (currentTurn != cardSystem.Player.GetComponent <GetStats>()) { if (getStat != cardSystem.Player.GetComponent <GetStats>()) { getStat.character.relation = RelationType.Friendly; } else { getStat.character.relation = RelationType.Enemy; } } else if (currentTurn == cardSystem.Player.GetComponent <GetStats>()) { if (getStat == cardSystem.Player.GetComponent <GetStats>()) { getStat.character.relation = RelationType.Friendly; } else { getStat.character.relation = RelationType.Enemy; } } } SetOrder(); RefreshOrder(); }