public void StandUnit(Card card) { card.bBecomeStandThisTurn = true; card.Stand(); Game.SendPacket(GameAction.STAND_UNIT, card.pos); card.CheckAbilities(CardState.Stand, card); Game.field.CheckAbilitiesExcept(card.pos, CardState.Stand_NotMe, card); }
public void SoulChargeFromDrop(Card card) { card.Stand(); Game.field.MoveToSoul(card); Game.field.RemoveFromDropzone(card); Game.field.FixSoulPosition(); Game.SendPacket(GameAction.FROM_DROP_TO_SOUL, card.cardID); }
public void AddToDropZone(Card card) { LastCardSentToDrop = card; card._Coord = CardCoord.DROP; card.NormalizeMaterial(); DropZone.Add(card); card.TurnUp(); card.Stand(); card.MoveAndRotate(fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f), new Vector3(0.0f, 180.0f, 0.0f)); //card.GetGameObject().transform.position = fieldInfo.GetPosition((int)fieldPositions.DROP_ZONE) + new Vector3(0.0f, 0.01f * (DropZone.Count - 1), 0.0f); //card.GetGameObject().transform.eulerAngles = new Vector3(0.0f, 180.0f, 0.0f); }
public void MoveToSoul(Card card) { card.Stand(); Game.field.MoveToSoul(card.pos); Game.field.RemoveFrom(card.pos); Game.field.FixSoulPosition(); Game.SendPacket(GameAction.FROM_FIELD_TO_SOUL, card.pos); }
public void ResetCard(Card card) { //Reseting current status. card.Stand(); card.unitAbilities.UnsetBool(1); card.unitAbilities.UnsetBool(2); card.unitAbilities.UnsetBool(3); card.unitAbilities.UnsetBool(4); card.ResetEndTurnEffects(); card.ResetPower(); }