public void DealUltimate(Transform ultimateTransform, List <GameObject> relicObjectList, UltimateData ultimate) //Deals one card { UltimateData card = Instantiate(ultimate); //instantiates instance of scriptable object UltimateCard tempCard = Instantiate(ultimateCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(ultimateTransform.transform, false); //moves card onto board tempCard.ultimateData = card; //assigns the instance of the scriptable object to the instance of the prefab relicObjectList.Add(tempCard.gameObject); //adds to list tempCard.equipButton.SetActive(true); //enables the button tempCard.name = tempCard.ultimateData.name.Replace("(Clone)", "").ToString(); }
public void DealUltimate(Transform spawnTransform, UltimateData data, List <GameObject> objectList) //Deals hero cards at start of game { UltimateData card = Instantiate(data); //instantiates instance of scriptable object UltimateCard tempCard = Instantiate(ultimateCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(spawnTransform, false); //moves card onto board tempCard.ultimateData = card; //assigns the instance of the scriptable object to the instance of the prefab objectList.Add(tempCard.gameObject); //adds card to live list currentUltimate = tempCard.GetComponent <UltimateCard>(); UltimateMaxCooldown = currentUltimate.ultimateData.cooldown; //assigns cooldown for resetting ultimate after use }
void HealRelic(UltimateData ultimateData) { if (defHero.heroData.hp + ultimateData.heal > heroMaxHP) //checks if healing will take hero past max HP { defHero.heroData.hp = heroMaxHP; //heals to max HP } else { defHero.heroData.hp += ultimateData.heal; //heals for heal amount on ultimate } HeroHPUpdate(); //updates card UI text }
public void ActivateRelic(UltimateData relicCardData, UltimateCard ultimateCard) { if (relicCardData.heal > 0) { HealRelic(relicCardData); } if (relicCardData.apBonus > 0) { APRelic(relicCardData); } RelicAttacked(); ultimateCard.PlaySound1(); }
public void DealUltimateLoot(Transform spawnTransform, List <UltimateData> dataList, List <GameObject> objectList) //Deals one weapon card { if (dataList.Count > 0) { int rng = UnityEngine.Random.Range(0, dataList.Count); //randomly select a card ultimateTopDeck = dataList[rng]; } else { ultimateTopDeck = null; } UltimateData card = Instantiate(ultimateTopDeck); //instantiates instance of scriptable object UltimateCard tempCard = Instantiate(ultimateCardTemplate); //instantiates an instance of the card prefab tempCard.transform.SetParent(spawnTransform, false); //moves card onto board tempCard.ultimateData = card; //assigns the instance of the scriptable object to the instance of the prefab ultimateLoot1.Remove(ultimateTopDeck); //removes from list objectList.Add(tempCard.gameObject); //adds card to list tempCard.equipButton.SetActive(true); //enables button tempCard.name = tempCard.ultimateData.name.Replace("(Clone)", "").ToString(); }
void APRelic(UltimateData relicCardData) { ammo += relicCardData.apBonus; //updates ammo AmmoUpdate(); //updates UI text }