public EnemyField(Gameplay _Game) { CriticalLeft = GameObject.FindGameObjectWithTag("EnemyCriticalFrontLeft"); CriticalVanguard = GameObject.FindGameObjectWithTag("EnemyCriticalVanguard"); CriticalRight = GameObject.FindGameObjectWithTag("EnemyCriticalFrontRight"); CallEffect = GameObject.FindGameObjectWithTag("CallEffect"); fieldInfo = new EnemyFieldInformation(); Soul = new List<Card>(); Vanguard = null; Left_Rear = null; Left_Front = null; Center_Rear = null; Right_Rear = null; Left_Rear = null; delta = new Vector3(0.0f, 0.01f, 0.0f); VanguardPower = (TextMesh)GameObject.FindGameObjectWithTag("VPEnemy").GetComponent("TextMesh"); FrontRightPower = (TextMesh)GameObject.FindGameObjectWithTag("FRPEnemy").GetComponent("TextMesh"); FrontLeftPower = (TextMesh)GameObject.FindGameObjectWithTag("FLPEnemy").GetComponent("TextMesh"); RearRightPower = (TextMesh)GameObject.FindGameObjectWithTag("RRPEnemy").GetComponent("TextMesh"); RearLeftPower = (TextMesh)GameObject.FindGameObjectWithTag("RLPEnemy").GetComponent("TextMesh"); RearCenterPower = (TextMesh)GameObject.FindGameObjectWithTag("RCPEnemy").GetComponent("TextMesh"); VC = (TextMesh)GameObject.FindGameObjectWithTag("VCE").GetComponent("TextMesh"); FRC = (TextMesh)GameObject.FindGameObjectWithTag("FRCE").GetComponent("TextMesh"); FLC = (TextMesh)GameObject.FindGameObjectWithTag("FLCE").GetComponent("TextMesh"); RRC = (TextMesh)GameObject.FindGameObjectWithTag("RRCE").GetComponent("TextMesh"); RLC = (TextMesh)GameObject.FindGameObjectWithTag("RLCE").GetComponent("TextMesh"); RCC = (TextMesh)GameObject.FindGameObjectWithTag("RCCE").GetComponent("TextMesh"); VanguardPower.text = ""; FrontRightPower.text = ""; FrontLeftPower.text = ""; RearRightPower.text = ""; RearLeftPower.text = ""; RearCenterPower.text = ""; DamageZone = new List<Card>(); DropZone = new List<Card>(); BindZone = new List<Card>(); VanguardPower.renderer.material.color = Color.yellow; FrontRightPower.renderer.material.color = Color.yellow; FrontLeftPower.renderer.material.color = Color.yellow; RearRightPower.renderer.material.color = Color.yellow; RearLeftPower.renderer.material.color = Color.yellow; RearCenterPower.renderer.material.color = Color.yellow; VC.text = ""; FRC.text = ""; FLC.text = ""; RRC.text = ""; RLC.text = ""; RCC.text = ""; Game = _Game; }
public EnemyDeck() { fieldInfo = new EnemyFieldInformation(); cards = new List<Card>(); }
// Use this for initialization void Start() { gameplay = this; _MainCamera = (Camera)gameObject.GetComponent("Camera"); _SelectionListWindow = new SelectionListWindow(Screen.width / 2, Screen.height / 2 + 100); _AbilityManagerList = new SelectionListGenericWindow(Screen.width / 2, Screen.height / 2 + 100); _SelectionCardNameWindow = new SelectionCardNameWindow(Screen.width / 2 - 50, Screen.height / 2); _SelectionCardNameWindow.CreateCardList(); _SelectionCardNameWindow.SetGame(this); _DecisionWindow = new DecisionWindow(Screen.width / 2, Screen.height / 2 + 100); _DecisionWindow.SetGame(this); _NotificationWindow = new NotificacionWindow(Screen.width / 2, Screen.height / 2 + 100); _NotificationWindow.SetGame(this); FromHandToBindList = new List<Card>(); AttackedList = new List<Card>(); UnitsCalled = new List<Card>(); EnemySoulBlastQueue = new List<Card>(); _PopupNumber = new PopupNumber(); _MouseHelper = new MouseHelper(this); GameChat = new Chat(); opponent = PlayerVariables.opponent; playerHand = new PlayerHand(); enemyHand = new EnemyHand(); field = new Field(this); enemyField = new EnemyField(this); guardZone = new GuardZone(); guardZone.SetField(field); guardZone.SetEnemyField(enemyField); guardZone.SetGame(this); fieldInfo = new FieldInformation(); EnemyFieldInfo = new EnemyFieldInformation(); Data = new CardDataBase(); List<CardInformation> tmpList = Data.GetAllCards(); for(int i = 0; i < tmpList.Count; i++) { _SelectionCardNameWindow.AddNewNameToTheList(tmpList[i]); } //camera = (CameraPosition)GameObject.FindGameObjectWithTag("MainCamera").GetComponent("CameraPosition"); //camera.SetLocation(CameraLocation.Hand); LoadPlayerDeck(); LoadEnemyDeck(); gamePhase = GamePhase.CHOOSE_VANGUARD; bDrawing = true; bIsCardSelectedFromHand = false; bPlayerTurn = false; bDriveAnimation = false; bChooseTriggerEffects = false; DriveCard = null; //Texture showed above a card when this is selected for an action (An attack, for instance) CardSelector = GameObject.FindGameObjectWithTag("CardSelector"); _CardMenuHelper = (CardHelpMenu)GameObject.FindGameObjectWithTag("CardMenuHelper").GetComponent("CardHelpMenu"); _GameHelper = (GameHelper)GameObject.FindGameObjectWithTag("GameHelper").GetComponent("GameHelper"); bPlayerTurn = PlayerVariables.bFirstTurn; //ActivePopUpQuestion(playerDeck.DrawCard()); _CardMenu = new CardMenu(this); _AbilityManager = new AbilityManager(this); _AbilityManagerExt = new AbilityManagerExt(); _GameHelper.SetChat(GameChat); _GameHelper.SetGame(this); EnemyTurnStackedCards = new List<Card>(); dummyUnitObject = new UnitObject(); dummyUnitObject.SetGame(this); stateDynamicText = new DynamicText(); }