Esempio n. 1
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        private void OnRouteCardClicked(object sender, EventArgs e)
        {
            IRouteCard clickedCard = (sender as GameObject)
                                     ?.GetComponent <UICardView>()
                                     ?.GetCard() as IRouteCard;

            this.RouteCardClicked?.Invoke(clickedCard);
        }
Esempio n. 2
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        public ChaseMutator ExhaustFromRoute(IRouteCard card)
        {
            this.chase.CurrentRoute.Remove(card);

            this.changesApplied.Add($"Exhausted {card.Name} from route.");

            this.uiManager.AnimateExhaust(card, this.chase);

            return(this);
        }
Esempio n. 3
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        /// <summary>
        /// Discard the specified card from the current route.
        /// </summary>
        public ChaseMutator DiscardFromRoute(IRouteCard card)
        {
            this.chase.CurrentRoute.Remove(card);
            this.chase.RouteDiscard.Prepend(card);

            this.changesApplied.Add($"Discarded {card.Name} from route.");

            this.uiManager.AnimateRouteDiscard(card, this.chase);

            return(this);
        }
Esempio n. 4
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        /// <summary>
        /// Queue an animation to show a card being removed from the current route.
        /// </summary>
        public void AnimateRouteDiscard(IRouteCard card, Chase newState)
        {
            // Remove the first matching card from the current route.
            UICardView uiCard = FindCard(this.Route.transform, card);

            if (uiCard != null)
            {
                //queue card destroy
                AddAnimationToQueue(new QueuedAnimation(null, null, () => {
                    if (uiCard != null && uiCard.gameObject != null)
                    {
                        Destroy(uiCard.gameObject);
                    }
                }, null));
            }
        }
Esempio n. 5
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        public void Setup(IRouteCard card)
        {
            m_cardControlCostLayer.SetActive(false);
            m_flavourTextLayer.SetActive(string.IsNullOrEmpty(card.FlavourText) == false);
            UIPalette.CardTypeColourScheme scheme = UIPalette.Instance.GetCardTypeColorScheme(card.CardType);
            SetColourScheme(scheme);
            m_card = card;
            if (card.CardType != RouteCardType.None)
            {
                m_cardTypeLayer.SetActive(true);
                m_cardTypeText.text = card.CardType.ToString();
            }
            else
            {
                m_cardTypeLayer.SetActive(false);
            }

            m_cardName.text    = card.Name;
            m_cardName.color   = Color.white;
            m_cardEffects.text = card.Description;
            m_cardImage.sprite = card.CardImage;
            SetFlavourText(card.FlavourText);
        }
Esempio n. 6
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 public ChaseMutator AddCardToRouteDeck(IRouteCard card)
 {
     this.chase.RouteDeck.Prepend(card);
     this.changesApplied.Add($"Added {card.Name} to top of route deck.");
     return(this);
 }
Esempio n. 7
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        /// <summary>
        /// Called at the end of a player's turn.
        /// </summary>
        public void EndTurn()
        {
            if (!UiManager.HasFinishedAnimations())
            {
                return;
            }

            this.PhaseManager.State = ChasePhase.ResolvingPursuitAndRoute;

            // The player discards all remaining cards and loses any unspent control.
            ChaseMutator endPlayerTurnMutator = new ChaseMutator(
                this.CurrentChaseState,
                this.UiManager,
                "ending player turn"
                );

            endPlayerTurnMutator.AddControl(-this.CurrentChaseState.Control);
            this.CurrentChaseState.Hand.ToList()
            .ForEach(card => endPlayerTurnMutator.DiscardFromHand(card));
            this.CurrentChaseState = endPlayerTurnMutator.Done();

            // Apply the current pursuit card.
            if (this.CurrentChaseState.PursuitAction != null)
            {
                this.CurrentChaseState = this.CurrentChaseState.PursuitAction
                                         .Play(this.CurrentChaseState, this.UiManager);

                if (this.CheckForChaseEnd())
                {
                    return;
                }
            }


            // Then apply any route cards.
            while (this.CurrentChaseState.CurrentRoute.Count > 0)
            {
                // Play the next route card. We charitably assume that route cards discard
                // themselves after being played.
                IRouteCard routeCard = this.CurrentChaseState.CurrentRoute[0];
                this.CurrentChaseState = routeCard.Play(this.CurrentChaseState, this.UiManager);

                if (this.CheckForChaseEnd())
                {
                    return;
                }
            }

            // Apply any damage cards in the player's hand
            IPlayerCard[] damageCards = this.CurrentChaseState.Hand
                                        .Where(card => card.CardType == PlayerCardType.Damage)
                                        .ToArray();

            foreach (IPlayerCard damageCard in damageCards)
            {
                this.CurrentChaseState = damageCard
                                         .Play(this.CurrentChaseState, new List <ICard>(), this.UiManager);

                if (this.CheckForChaseEnd())
                {
                    return;
                }
            }

            // Discard any remaining cards in the player's hand.
            ChaseMutator endRoundMutator = new ChaseMutator(this.CurrentChaseState, this.UiManager, "ending round");

            // Finally, apply the effects of pursit speed and the player's speed
            this.CurrentChaseState = endRoundMutator
                                     .AddLead(this.CurrentChaseState.PlayerSpeed - this.CurrentChaseState.PursuitSpeed)
                                     .Done();

            if (this.CheckForChaseEnd())
            {
                return;
            }

            // Add a callback to start the next turn once the animation for the end of the turn is
            // done.
            this.UiManager.OnceAnimationQueueCompletes(() => { BeginTurn(); });
        }
Esempio n. 8
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 /// <summary>
 /// Queue an animation to show the addition of a card to the current route.
 /// </summary>
 public void AnimateRouteCardDraw(IRouteCard card, Chase newState)
 {
     this.SpawnCard(card, CardSpawnLocation.Route);
     this.RouteDeckCountLabel.text = newState.RouteDeck.Count.ToString("N0");
 }