Esempio n. 1
0
    //based on type of card hide/show certain attributes in inspector

    /// <summary>
    /// Card --> Constructor
    /// </summary>
    public Cards()
    {
        name          = null;
        caliber       = 0;
        defType       = 0;
        defaultAmount = 0;

        cardType = cardTypes.None;

        damage = 0;
        for (int i = 0; i < AttackScope.Length; i++)
        {
            AttackScope[i] = null;
        }

        moveDistance = new Vector3(0, 0, 0);
        for (int i = 0; i < isDirectionViable.Length; i++)
        {
            isDirectionViable[i] = true;
        }

        actType    = 0;
        costType   = 0;
        costAmount = 0;

        cfxDurationType   = 0;
        cfxDurationAmount = 0;
    }
Esempio n. 2
0
    /// <summary>
    /// Support Card --> Constructor
    /// </summary>
    public Cards(string _name, int _caliber, defaultType _defType, int _defAmount, actionTypes _actType, costTypes _costType, int _costAmount, cfxDurationTypes _cfxDurationType, int _cfxDurationAmount)
    {//add functionality for at least 2 costTypes/amounts to be used
        name          = _name;
        caliber       = _caliber;
        defType       = _defType;
        defaultAmount = _defAmount;

        cardType = cardTypes.Support;

        actType    = _actType;
        costType   = _costType;
        costAmount = _costAmount;

        cfxDurationType   = _cfxDurationType;
        cfxDurationAmount = _cfxDurationAmount;

        numCards++;
    }