public void SetupDeck(bool newShouldShuffle) { enemyDiscard = FindObjectOfType <EnemyDiscard>(); shouldShuffle = newShouldShuffle; if (shouldShuffle) { ShuffleDeck(); } }
public void DiscardCard() { // USE THE PREFAB INSTEAD OF INSTANCE if (!destroyOnPlay) { EnemyCard cardPrefab = FindObjectOfType <AllEnemyCards>().GetEnemyCardById(cardId); EnemyDiscard enemyDiscard = FindObjectOfType <EnemyDiscard>(); enemyDiscard.AddCardToDiscard(cardPrefab); } Destroy(gameObject); }
public void DrawInitialHand(int handSize) { handSize += handBuff; handSize += FindObjectOfType <Enemy>().GetPermaBuffAmount(StatusEffect.PermaBuffType.HandSize); // minimum hand size is 1, debuffs shouldn't prevent them from every playing anything handSize = Mathf.Clamp(handSize - FindObjectOfType <BattleData>().GetEnemyHandSizeDebuff(), 1, 999999); handBuff = 0; playingCards = false; enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDiscard = FindObjectOfType <EnemyDiscard>(); Debug.Log("enemy handsize: " + handSize); StartCoroutine(DrawHandTimer(handSize)); }
public void BattleSetup(float setupTimeInSeconds) { configData = FindObjectOfType <ConfigData>(); configData.SetupPipManagers(this); healthPipManager = configData.GetEnemyHealthPipManager(); energyPipManager = configData.GetEnemyEnergyPipManager(); SetupHealthAndEnergyText(); enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDeck.SetupDeck(shuffleDeck); enemyDiscard = FindObjectOfType <EnemyDiscard>(); enemyHand = FindObjectOfType <EnemyHand>(); }
public void SetupCard(int count) { // do something with sprite layers (over everything including player hand) // save the card image and replace it with nothing (back of card) GetComponent <Animator>().Play("CardSpin"); SpriteRenderer imageComponent = GetImageComponentByName("CardImage"); // Rework this if more than one canvas is ever on the card cardText = GetComponentInChildren <TextMeshProUGUI>(); cardText.gameObject.SetActive(false); cardImage = imageComponent.sprite; imageComponent.sprite = null; SetSpriteLayers(count); enemyDeck = FindObjectOfType <EnemyDeck>(); enemyDiscard = FindObjectOfType <EnemyDiscard>(); xPos = transform.position.x; yPos = transform.position.y; }