private void Awake() { // Find all scripts of type Player and store them in Players array. Players = GameObject.FindObjectsOfType <Player>(); // Obtain unique ID from IDFactory playerID = IDFactory.GetUniqueID(); }
// CONSTRUCTOR public CardLogic(CardAsset ca) { // ustaw referencje CardAsset /// NA PRZYSZŁOŚć: this - odwołanie się klasy samej do siebie, Dlaczego tutaj tak? Bo parametrem funkcji jest ca więc odwołujemy się do niego this.ca = ca; //zdobądz unikalny int ID // Do UniqueCardID przypisujemy wynik pobrany z funkcji GetUniqueID, która znajduje się w klasie IDFactory UniqueCardID = IDFactory.GetUniqueID(); //UniqueCardID = IDFactory.GetUniqueID(); ResetManaCost(); // Wywołujemy funkcję ResetManaCost() //Tworzymy instancję SpellEffect z nazwą z CardAsset i dołączamy ją // Sprawdzamy czy zmienna SpellScriptName nie jest pusta i przechowuje jakąś nazwę skryptu if (ca.SpellScriptName != null && ca.SpellScriptName != "") { // Tworzymy instancję aktywatora (pobiera typ(nazwę skryptu czaru)) nadaje mu typ spelleffect /// NA przyszłosc: getType sprawdza również duże i małe litery effect = System.Activator.CreateInstance(System.Type.GetType(ca.SpellScriptName)) as SpellEffect; } //Dodaj tę kartę do magazynu z identyfikatorem jako klucz // Odwołuje się do tablicy CardsCreatedThisGame i dodaje kartę (add) z jej identyfikatorem i assetem, który przechowywany jest w ca (odwołanie this) CardsCreatedThisGame.Add(UniqueCardID, this); }
public ArmyCardsModel() { this.deckCardList = new List <Card>(); // Generate deck for an army deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Artyleria"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Janczar"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Kazasker"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Sulejman"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Artyleria"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Janczar"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Kazasker"))); deckCardList.Add(Instantiate(Resources.Load <Card>("Cards/Sulejman"))); // assign unique id for each card in deck foreach (Card item in deckCardList) { item.cardID = IDFactory.GetUniqueID(); } this.handCardList = new List <Card>(); this.frontCardList = new List <Card>(); this.graveyardCardList = new List <Card>(); }
// WSZYSTKIE METODY void Awake() { // znajdź wszystkie skrypty typu Player i zapisz je w tablicy Players // (powinno być tylko 2 graczy na scenie) Players = GameObject.FindObjectsOfType <Player>(); // uzyskaj unikalny identyfikator od IDFactory PlayerID = IDFactory.GetUniqueID(); }
public CreatureLogic(Player owner, CardAsset cardAsset) { ID = IDFactory.GetUniqueID(); Owner = owner; CreaturesCreatedThisGame.Add(ID, this); LoadCreatureStatusFromCardAsset(owner, cardAsset); }
// ALL METHODS void Awake() { // find all scripts of type Player and store them in Players array // (we should have only 2 players in the scene) Players = GameObject.FindObjectsOfType <Player>(); // obtain unique id from IDFactory PlayerID = IDFactory.GetUniqueID(); }
public CardLogic(Player owner, CardAsset cardAsset) { ID = IDFactory.GetUniqueID(); Owner = owner; CardAsset = cardAsset; CardsCreatedThisGame.Add(ID, this); LoadCardLogicFromCardAsset(cardAsset); }
// ALL METHODS void Awake() { Instance = this; // find all scripts of type Player and store them in Players array // (we should have only 2 players in the scene) //Players = GameObject.FindObjectsOfType<Player>(); // obtain unique id from IDFactory PlayerID = IDFactory.GetUniqueID(); deck = GameManager.Instance.ItemDeck(); hand = new Hand(); }
public CreatureLogic(Player owner, CardAsset cardAsset) { this.owner = owner; this.cardAsset = cardAsset; uniqueCreatureID = IDFactory.GetUniqueID(); if (cardAsset.creatureScriptName != null && cardAsset.creatureScriptName != "") { effect = System.Activator.CreateInstance(System.Type.GetType(cardAsset.creatureScriptName), new System.Object[] { owner, this, cardAsset.specialCreatureAmount }) as CreatureEffect; // effect.RegisterEventEffect(); } creaturesCreatedThisGame.Add(uniqueCreatureID, this); }
public CardLogic(CardAsset ca) { this.ca = ca; UniqueCardID = IDFactory.GetUniqueID(); baseManaCost = ca.ManaCost; ResetManaCost(); if (ca.SpellScriptName != null && ca.SpellScriptName != "") { effect = System.Activator.CreateInstance(System.Type.GetType(ca.SpellScriptName)) as SpellEffect; } CardsCreatedThisGame.Add(UniqueCardID, this); }
public CardLogic(ScriptableObject ca) { this.ca = ca; UniqueCardID = IDFactory.GetUniqueID(); /* TODO * if (ca.SpellScriptName!= null && ca.SpellScriptName!= "") * { * effect = System.Activator.CreateInstance(System.Type.GetType(ca.SpellScriptName)) as SpellEffect; * } */ CardsCreatedThisGame.Add(UniqueCardID, this); }
public CardLogic(AdventureAsset newCardAsset) { this.ca = newCardAsset; if (newCardAsset.Description == "F O E") { string stage1 = newCardAsset.CharacterPower.Split(' ') [0]; string stage2 = stage1.Split('/') [0]; characterPower = int.Parse(stage2); } UniqueCardID = IDFactory.GetUniqueID(); CardsCreatedThisTime.Add(UniqueCardID, this); }
public CardLogic(CardAsset ca, Player owner) { this.owner = owner; this.ca = ca; UniqueCardID = IDFactory.GetUniqueID(); ResetManaCost(); if (!string.IsNullOrEmpty(ca.SpellScriptName)) { effect = System.Activator.CreateInstance(System.Type.GetType(ca.SpellScriptName)) as SpellEffect; if (effect != null) { effect.owner = owner; } } CardsCreatedThisGame.Add(UniqueCardID, this); }
//constructor public SoldierLogic(Player owner, CardAsset ca) { this.ca = ca; baseHealth = ca.MaxHealth; health = ca.MaxHealth; baseAttack = ca.Attack; attacksForOneTurn = ca.AttacksForOneTurn; if (ca.Charge) { AttacksLeftThisTurn = attacksForOneTurn; } this.owner = owner; UniqueSoldierID = IDFactory.GetUniqueID(); SoldiersCreatedThisGame.Add(UniqueSoldierID, this); }
// ALL METHODS void Awake() { // find all scripts of type Player and store them in Players array // (we should have only 2 players in the scene) Players = GameObject.FindObjectsOfType <Player>(); // obtain unique id from IDFactory PlayerID = IDFactory.GetUniqueID(); //Debug.Log(PArea.owner); PlayerManagement.iniDeck(); if (PArea.owner == AreaPosition.Low) { deck.cards = PlayerManagement.getCard(); } //Debug.Log(deck.cards.Count); }
public void ResetDeck() { cards = new List <CardAsset>(); IDFactory.ResetIDs(); foreach (var ca in cardCollection.cards) { for (int i = 0; i < ca.NumberInDeck; i++) { CardAsset card = Object.Instantiate(ca); card.Id = IDFactory.GetUniqueID(); cards.Add(card); } } cards.Shuffle(); }
// CONSTRUCTOR public CardLogic(CardAsset ca) { // set the CardAsset reference this.ca = ca; // get unique int ID UniqueCardID = IDFactory.GetUniqueID(); //UniqueCardID = IDFactory.GetUniqueID(); ResetManaCost(); // create an instance of SpellEffect with a name from our CardAsset // and attach it to if (ca.SpellScriptName != null && ca.SpellScriptName != "") { effect = System.Activator.CreateInstance(System.Type.GetType(ca.SpellScriptName)) as SpellEffect; } // add this card to a dictionary with its ID as a key CardsCreatedThisGame.Add(UniqueCardID, this); }
// CONSTRUCTOR public CardLogic(CardAsset cardAsset, Player owner) { this.owner = owner; this.cardAsset = cardAsset; uniqueCardID = IDFactory.GetUniqueID(); SetManaCost(); // Create an instance of SpellEffect with a name from our CardAsset and attach it to this cards effect. if (cardAsset.spellScriptName != null && cardAsset.spellScriptName != "") { effect = System.Activator.CreateInstance(System.Type.GetType(cardAsset.spellScriptName)) as SpellEffect; } SetSpawnTiles(); // TODO: Add this card to a dictionary with its ID as a key. cardsCreatedThisGame.Add(uniqueCardID, this); }
// ALL METHODS void Awake() { // find all scripts of type Player and store them in Players array // (we should have only 2 players in the scene) Players = GameObject.FindObjectsOfType <Player>(); // obtain unique id from IDFactory PlayerID = IDFactory.GetUniqueID(); if (deck == null) { deck = GameObject.Find("DeckLogic").GetComponent <Deck>(); deck.cards.Shuffle(); } if (charAsset == null) { CharAssetLogic charAssetLogic = GameObject.Find("CharLogic").GetComponent <CharAssetLogic>(); charAsset = charAssetLogic.playerChar; } }
public CreatureLogic(Player owner, CardAsset ca) { this.ca = ca; baseHealth = ca.MaxHealth; Health = ca.MaxHealth; baseAttack = ca.Attack; attacksForOneTurn = ca.AttacksForOneTurn; if (ca.Charge) { AttacksLeftThisTurn = attacksForOneTurn; } this.owner = owner; UniqueCreatureID = IDFactory.GetUniqueID(); if (ca.CreatureScriptName != null && ca.CreatureScriptName != "") { effect = System.Activator.CreateInstance(System.Type.GetType(ca.CreatureScriptName), new System.Object[] { owner, this, ca.specialCreatureAmount }) as CreatureEffect; effect.RegisterEffect(); } CreaturesCreatedThisGame.Add(UniqueCreatureID, this); }
// Make Dictionary<int, Tile> tilesByID // Use this for initialization public void TableSetup() { _width = GlobalSettings.instance.maxWidth; _height = GlobalSettings.instance.maxHeight; tableTiles = new Tile[_width, _height]; Tile[] tiles = tableVisual.transform.GetComponentsInChildren <Tile>(); for (int i = 0; i < tiles.Length; i++) { tableTiles[tiles[i].x, tiles[i].y] = tiles[i]; // Add ID to all table tiles int currentID = IDFactory.GetUniqueID(); tableTiles[tiles[i].x, tiles[i].y].gameObject.AddComponent <IDHolder>().uniqueID = currentID; // Add the Tile GameObject to the tableVisual data tableVisual.tileGameObjectsByID.Add(currentID, tableTiles[tiles[i].x, tiles[i].y].gameObject); } GeneratePathFindingGraph(); }
public CreatureLogic(Player owner, CardAsset ca) { this.ca = ca; _baseHealth = ca.MaxHealth; Health = ca.MaxHealth; _baseAttack = ca.Attack; _attacksForOneTurn = ca.AttacksForOneTurn; if (ca.Charge) { AttacksLeftThisTurn = _attacksForOneTurn; } Taunt = ca.Taunt; this.owner = owner; UniqueCreatureID = IDFactory.GetUniqueID(); if (!string.IsNullOrEmpty(ca.CreatureScriptName)) { effect = System.Activator.CreateInstance(System.Type.GetType(ca.CreatureScriptName), new System.Object[] { owner, this, ca.SpecialCreatureAmount }) as CreatureEffect; effect.RegisterEventEffect(); } CreaturesCreatedThisGame.Add(UniqueCreatureID, this); }
void Awake() { Players = GameObject.FindObjectsOfType <Player>(); PlayerID = IDFactory.GetUniqueID(); }
void Awake(){ Instance = this; Players = GameObject.FindObjectsOfType<Player> (); PlayerID = IDFactory.GetUniqueID (); source = GameObject.Find("DrawSource"); }