Esempio n. 1
0
    public void doAction(string cardTitle, float percentHit)
    {
        Debug.Log("Doing action: " + cardTitle);
        Debug.Log("Percent hit: " + percentHit);

        switch (cardTitle)
        {
        case "Attack":
            warrior.Attack(10.0f, percentHit);
            animationManager.WarriorAttack();
            break;

        case "Defend":
            //dont give buff if they suck
            if (percentHit > 0.5)
            {
                animationManager.Defend();
                warrior.Defend(5.0f, percentHit);
            }
            break;

        case "Provoke":
            warrior.Provoke();
            animationManager.Provoke();
            break;

        case "Lightning":
            animationManager.Lightning();
            mage.Attack(8.0f, percentHit);
            if (percentHit > 0.5)
            {
                mage.DebuffAttack(8.0f, percentHit);
            }
            break;

        case "Gust":
            animationManager.Gust();
            mage.Attack(8.0f, percentHit);
            if (percentHit > 0.5)
            {
                mage.DebuffDefense(8.0f, percentHit);
            }
            break;

        case "Explosion":
            mage.Attack(14.0f, percentHit);
            animationManager.Explosion();
            break;

        case "Heal":
            healer.Heal(20.0f, percentHit);
            break;

        case "Healing Ballad":
            healer.GroupHeal(15.0f, percentHit);
            break;

        case "Power Up":
            if (percentHit > 0.5)
            {
                animationManager.PowerUp();
                healer.BuffAttack(6.0f, percentHit);
            }
            break;
        }

        Boss.Instance.ChooseTarget();
        Boss.Instance.Attack(10.0f, 1.0f);

        Warrior.Instance.TakeTurn();
        Mage.Instance.TakeTurn();
        Healer.Instance.TakeTurn();
        Boss.Instance.TakeTurn();



        //let the player select cards once action is done.
        cardManager.gameObject.SetActive(true);
    }