//based on type of card hide/show certain attributes in inspector /// <summary> /// Card --> Constructor /// </summary> public Cards() { name = null; caliber = 0; defType = 0; defaultAmount = 0; cardType = cardTypes.None; damage = 0; for (int i = 0; i < AttackScope.Length; i++) { AttackScope[i] = null; } moveDistance = new Vector3(0, 0, 0); for (int i = 0; i < isDirectionViable.Length; i++) { isDirectionViable[i] = true; } actType = 0; costType = 0; costAmount = 0; cfxDurationType = 0; cfxDurationAmount = 0; }
/// <summary> /// Support Card --> Constructor /// </summary> public Cards(string _name, int _caliber, defaultType _defType, int _defAmount, actionTypes _actType, costTypes _costType, int _costAmount, cfxDurationTypes _cfxDurationType, int _cfxDurationAmount) {//add functionality for at least 2 costTypes/amounts to be used name = _name; caliber = _caliber; defType = _defType; defaultAmount = _defAmount; cardType = cardTypes.Support; actType = _actType; costType = _costType; costAmount = _costAmount; cfxDurationType = _cfxDurationType; cfxDurationAmount = _cfxDurationAmount; numCards++; }