// Update is called once per frame void Update() { if (health <= 0) { health = 0; } if (type == cardType.Spell && autoUse == false) { autoUse = true; } if (extraEffect == cardEffect.None) { target = cardTarget.None; } // For UI: if (graphicImage != null && graphicHandler != null) { graphicHandler.sprite = graphicImage; } if (cardNameHandler != null) { cardNameHandler.text = cardName; } if (cardDescriptionHandler != null) { cardDescriptionHandler.text = cardDescription; } if (cardDamageHandler != null) { cardDamageHandler.text = attackDamage.ToString(); } if (cardHealthHandler != null) { cardHealthHandler.text = health.ToString(); } if (cardEnergyHandler != null) { cardEnergyHandler.text = energyCost.ToString(); } //// IN THE BATTLEFIELD: if (placed == true) { curDelay += Time.deltaTime; if (curDelay >= delay) { curDelay = 0; placed = false; DoEffect(); } } }
// Update is called once per frame void Update() { // If our V_CardActions component found a game manager then it means we're in a game. -_- bad! // And if it's true then behave like in game: if (cActions.gm) { if (health <= 0) { health = 0; } if (attackDamage <= 0) { attackDamage = 0; } if (speed <= 0) { speed = 0; } if (energyCost < 0) { energyCost = 0; } //stop event cards from staying in play. disable this if we ever have a a lasting event. if (type == cardType.Event && autoUse == false) { autoUse = true; } if (extraEffect == cardEffect.None) { target = cardTarget.None; } //// IN THE BATTLEFIELD: if (placed == true) { curDelay += Time.deltaTime; if (curDelay >= delay) { curDelay = 0; placed = false; DoEffect(); //KEEP THIS FOR ETB EFFECTS } } } // For UI: if (graphicImage != null && graphicHandler != null) { graphicHandler.sprite = graphicImage; } if (cardNameHandler != null) { cardNameHandler.text = cardName; } if (cardDescriptionHandler != null) { cardDescriptionHandler.text = cardDescription; } if (cardDamageHandler != null) { cardDamageHandler.text = attackDamage.ToString(); } if (cardHealthHandler != null) { cardHealthHandler.text = health.ToString(); } if (cardEnergyHandler != null) { cardEnergyHandler.text = energyCost.ToString(); } if (cardSpeedHandler != null) { cardSpeedHandler.text = speed.ToString(); } // Disable scripts (including this) when in main menu: ///wait why not just have a gamestate enum in the manager??? if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "MainMenu") //add gamestate to fix this... { cActions.enabled = false; this.enabled = false; } }