Esempio n. 1
0
    void BuildEncounters()
    {
        /*encounter01*/
        Encounter encounter01 = new Encounter();

        //Set commander
        encounter01.enemyCommanderData = this.enemyEncounterCommanders[0];
        //Cards
        foreach (CardEntry cardEntry in encounter01.enemyCommanderData.Deck)
        {
            encounter01.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount); //TODO => should deck's somehow be structs of cards + count for ease of editing/ sanity?
        }

        /*encounter02*/
        Encounter encounter02 = new Encounter();

        //Set commander
        encounter02.enemyCommanderData = this.enemyEncounterCommanders[1];
        //Cards
        foreach (CardEntry cardEntry in encounter02.enemyCommanderData.Deck)
        {
            encounter02.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount);
        }

        //encounter03
        Encounter encounter03 = new Encounter();

        encounter03.enemyCommanderData = this.enemyEncounterCommanders[2];
        //Cards
        foreach (CardEntry cardEntry in encounter03.enemyCommanderData.Deck)
        {
            encounter03.AddUnits(cardEntry.Card.ToString(), cardEntry.CardAmount);
        }

        //encounter04
        Encounter encounter04 = new Encounter();

        encounter04.enemyCommanderData = this.enemyEncounterCommanders[0];
        //Cards
        foreach (CardEntry cardEntry in encounter04.enemyCommanderData.Deck)
        {
            encounter04.AddUnits(cardEntry.ToString(), cardEntry.CardAmount);
        }

        //Add all encounters to the list of encounters
        encounters.Add(encounter01);
        encounters.Add(encounter02);
        encounters.Add(encounter03);
        encounters.Add(encounter04);
    }