public override void DisplayInfo(GameObject gameObject) { string nameToDisplay = (cardConfig as GearConfig).GetCardName(); gameObject.GetComponent <Card>().displayName.text = nameToDisplay; Sprite imageToDisplay = (cardConfig as GearConfig).GetSprite(); gameObject.GetComponent <Card>().displaImage.sprite = imageToDisplay; string descriptionToDisplay = (cardConfig as GearConfig).GetDescription(); gameObject.GetComponent <Card>().displayDescription.text = descriptionToDisplay; string abilityToDisplay = (cardConfig as GearConfig).GetUniqueAbility(); gameObject.GetComponent <Card>().displayAbillity.text = abilityToDisplay; CardClass typeToDisplay = (cardConfig as GearConfig).GetCardClass(); gameObject.GetComponent <Card>().displayType.text = typeToDisplay.ToString(); string classToDisplay = (cardConfig as GearConfig).GetCardType().ToString(); gameObject.GetComponent <Card>().displayClass.text = classToDisplay; float attackToDisplay = (cardConfig as GearConfig).GetMaxAttack(); gameObject.GetComponent <Card>().SetMaxAttack(attackToDisplay); float defenceToDisplay = (cardConfig as GearConfig).GetMaxDefence(); gameObject.GetComponent <Card>().SetMaxDefence(defenceToDisplay); }
private static List <Card> GetRandomDeckFromClass(CardClass heroClass) { var allCards = Cards.All.ToList(); for (int i = 0; i < allCards.Count; i++) { if (allCards[i].Rarity != Rarity.LEGENDARY) { allCards.Add(allCards[i]); } } allCards = Extensions.Shuffle(allCards).ToList(); var toReturn = new List <Card>(); while (toReturn.Count < 30) { if (allCards[0].Class == heroClass || allCards[0].Class == CardClass.NEUTRAL) { toReturn.Add(allCards[0]); } allCards.RemoveAt(0); } return(toReturn); }
private static List <Card> GetRandomStandardDeckFromClass(CardClass heroClass) { var allCards = Cards.Standard[heroClass]; List <Card> allCardsD = new List <Card>(); for (int i = 0; i < allCards.Count; i++) { if (allCards[i].Rarity != Rarity.LEGENDARY) { allCardsD.Add(allCards[i].Clone()); allCardsD.Add(allCards[i].Clone()); } else { allCardsD.Add(allCards[i].Clone()); } } allCardsD = Extensions.Shuffle(allCardsD).ToList(); var toReturn = new List <Card>(); while (toReturn.Count < 30) { toReturn.Add(allCardsD[0]); allCardsD.RemoveAt(0); } return(toReturn); }
private List <Card>[] GetClassCard(CardClass heroClass, Func <IEnumerable <Card>, IEnumerable <Card> > filter) { Dictionary <CardClass, IEnumerable <Card> > cardSet = Cards.FormatTypeClassCards(Game.FormatType); IEnumerable <Card> classCards = filter.Invoke(cardSet[heroClass].Where(p => p.Class == heroClass && !p.Tags.ContainsKey(GameTag.QUEST))); return(new[] { classCards.ToList() }); }
public Deck(DeckType type, string name, CardClass cardClass, IEnumerable <int> cards) { Type = type; Name = name; Class = cardClass; Cards = CardSorting.Sort(cards.GroupBy(x => x).Select(x => new Card(x.Key, x.Count()))); }
public void GenerateInventoryItem(InventoryController controller, CardClass card) { InventoryController = controller; Card = card; ItemName.text = card.CardName; Sprite img; switch (card.Type) { case CardClass.CardType.ATK: default: img = Resources.Load <Sprite>("card_player/attack"); break; case CardClass.CardType.GOLD: img = Resources.Load <Sprite>("card_player/money"); break; case CardClass.CardType.POTION: img = Resources.Load <Sprite>("card_player/health"); break; } CardImage.sprite = img; CardText.text = "+" + card.Value + (card.Type == CardClass.CardType.GOLD ? "%" : ""); ItemPrice.text = card.Price.ToString(); }
public bool Swap(CardClass newClass) { CurrentClass = newClass; image.color = Color.white; switch (CurrentClass) { case CardClass.KING: image.sprite = KingSprite; return(true); case CardClass.QUEEN: image.sprite = QueenSprite; return(true); case CardClass.NOBLE: image.sprite = NobleSprite; return(true); case CardClass.SOLDIER: image.sprite = SoldierSprite; return(true); case CardClass.ASSASSIN: image.sprite = AssassinSprite; return(true); case CardClass.COMMONER: image.sprite = CommonSprite; return(true); } CustomConsole.LogWarning("I guess you added a class to the enum but didn't add it to classIcon? Fix that."); return(false); }
public Card(CardClass cardClass, CardDice cardDice = CardDice.O, int number = 0, int tripleId = 0) { Dice = cardDice; Class = cardClass; Number = number; TripleId = tripleId; }
/// <summary> /// Returns a list of each deck's name in this HeroClass /// </summary> /// <returns></returns> static List <string> GetDeckNames(CardClass heroClass) { string query = $"select distinct deck_name from AllInfo where hero_class = '{heroClass}';"; var DeckNames = new DataTable(); using (var conn = new SQLiteConnection(connection)) { conn.Open(); //var cmd = new SQLiteCommand(query, conn); using (var adapter = new SQLiteDataAdapter { SelectCommand = new SQLiteCommand(query, conn) }) { adapter.Fill(DeckNames); } } var names = new List <string>(); foreach (DataRow row in DeckNames.Rows) { names.Add(row.ItemArray[0].ToString()); } return(names); }
// Use this for initialization void Start () { classpic = transform.FindChild("pic").renderer.material; switch (name) { case "圣骑士": myclass= CardClass.kpaladin; break; case "德鲁伊": myclass= CardClass.kdruid; break; case "战士": myclass= CardClass.kwarrior; break; case "术士": myclass= CardClass.kwarlock; break; case "法师": myclass= CardClass.kmage; break; case "潜行者": myclass= CardClass.krogue; break; case "牧师": myclass= CardClass.kpriest; break; case "猎人": myclass= CardClass.khunter; break; case "萨满祭司": myclass= CardClass.kshama; break; } }
public void ItemUnSold(CardClass card) { ItemSoldList.Remove(card); SumOfCosts += Mathf.FloorToInt(card.Price * 0.3f); RevalidateButtonsAndCosts(); }
public Agent(List <Card> cards, CardClass heroClass) { var deck = new HSAI.Deck.Deck(); deck.CardList = cards; deck.HeroClass = heroClass; }
/// <summary> /// Returns a prediction of the opponent's deck classes, i.e. set of classes and there probability, /// based on the board cards of the opponent. /// </summary> /// <param name="opponent">the controller of the opponent</param> /// <param name="boardCards">the board cards of the opponent</param> /// <returns>a set of classes and there probability</returns> private Dictionary <CardClass, double> predictDeckClasses(Controller opponent, BoardCards boardCards) { int denominator = boardCards.Count; // fetch all classes of the opponent's board cards var boardClasses = new List <CardClass>(); boardClasses.AddRange(boardCards.Cards .Select(c => c.Class) .ToList()); // add the class of the opponent's hero CardClass heroClass = opponent.HeroClass; if (!boardClasses.Contains(heroClass)) { boardClasses.Add(heroClass); // increment denominator because the hero is not part of the opponent's board denominator++; } var deckClasses = new Dictionary <CardClass, double>(); boardClasses.GroupBy(c => c) // calculate card class distribution over all already drawn cards .Select(c => new KeyValuePair <CardClass, double>(c.Key, ((double)c.Count() / denominator))) .OrderByDescending(c => c.Key) .ToList().ForEach(c => deckClasses.Add(c.Key, c.Value)); return(deckClasses); }
private static string CreateMethode(string name, IEnumerable <Card> values, bool?collect, CardSet set, CardType type, CardClass cardClass) { string idString = MapCardSetAdventureString(set); IOrderedEnumerable <Card> valuesOrdered = values .Where(p => p.Set == set && (collect == null || p.Collectible == collect) && (type == CardType.INVALID && p.Type != CardType.HERO && p.Type != CardType.HERO_POWER || p.Type == type) && (cardClass == CardClass.INVALID || p.Class == cardClass) && (idString == String.Empty || Adventure && p.Id.StartsWith(idString) || !Adventure && !p.Id.StartsWith(idString))) .OrderBy(p => p.Type.ToString()); if (!valuesOrdered.Any()) { return(null); } var str = new StringBuilder(); str.AppendLine($"\t\tprivate static void {name}(IDictionary<string, Power> cards)"); str.AppendLine("\t\t{"); foreach (Card card in valuesOrdered) { str.Append(AddCardString(card)); str.Append(AddCardCode(card)); } str.AppendLine("\t\t}"); return(str.ToString()); }
void MobMove() { var(pointToFistStepX, pointToFistStepY) = FindPointToFistStep( CardClass.GetMapCardsClassFromMapGameObjects(level.Map), level.PlayerX, level.PlayerY, X, Y); if (pointToFistStepX == -1 || pointToFistStepY == -1) { return; } var(dx, dy) = (X - pointToFistStepX, Y - pointToFistStepY); if (level.Map[X - dx, Y - dy].TryGetComponent(out Player player1) && player1.Power > Power) { return; } if (level.Map[X - dx, Y - dy].TryGetComponent(out Player player)) { level.PlayerX = level.PlayerY = -1; Debug.Log("You lose, mf!"); } Destroy(level.Map[X - dx, Y - dy]); level.Map[X, Y].GetComponent <Card>().Move(-dx, -dy); level.Check(); }
public static Deck GetMostPopular(CardClass heroClass) { string query = $"select * from AllInfo where num_games = (select max(num_games) from AllInfo where hero_class = '{heroClass.ToString()}');"; var Deck = new DataTable(); using (var conn = new SQLiteConnection(connection)) { //var cmd = new SQLiteCommand(query, conn); using (var adapter = new SQLiteDataAdapter { SelectCommand = new SQLiteCommand(query, conn) }) { adapter.Fill(Deck); } } var cards = new List <Card>(); //var col = Deck.Columns[4]; foreach (DataRow row in Deck.Rows) { cards.Add(Cards.FromName(row.ItemArray[4].ToString())); } Archetype archetype = DeckHelper.Map <Archetype>(Deck.Rows[0].ItemArray[1].ToString()); string deckName = Deck.Rows[0].ItemArray[2].ToString(); int numGames = (int)(long)Deck.Rows[0].ItemArray[3]; return(new Deck(heroClass, archetype, deckName, numGames, cards)); }
//For BuildUnit public SpecialAP(string _action, CardType _type, CardClass _class, CardClass _classB = CardClass.Other) { actionA = _action; cardType = _type; classA = _class; classB = _classB; }
/// <summary> /// Returns the specified deck from hearth_decks.db /// </summary> /// <param name="deckName"></param> /// <returns></returns> public static Deck DeckFromName(string deckName, CardClass heroClass) { string query = $"select archetype, num_games, card_name from AllInfo where deck_name = '{deckName}';"; var Deck = new DataTable(); using (var conn = new SQLiteConnection(connection)) { conn.Open(); //var cmd = new SQLiteCommand(query, conn); using (var adapter = new SQLiteDataAdapter { SelectCommand = new SQLiteCommand(query, conn) }) { adapter.Fill(Deck); } } var cards = new List <Card>(); //var col = Deck.Columns[4]; foreach (DataRow row in Deck.Rows) { cards.Add(Cards.FromName(row.ItemArray[2].ToString())); } Archetype archetype = DeckHelper.Map <Archetype>(Deck.Rows[0].ItemArray[0].ToString()); int numGames = (int)(long)Deck.Rows[0].ItemArray[1]; return(new Deck(heroClass, archetype, deckName, numGames, cards)); }
public DistributedSearch(string configFilename) { // Grab the configuration info _configFilename = configFilename; var config = Toml.ReadFile <Configuration>(_configFilename); // Console.WriteLine("NumFeatures: " + config.Map.Features.Length); // foreach (var p in config.Map.Features) // { // Console.WriteLine(p.Name); // } // Configuration for the search space _heroClass = CardReader.GetClassFromName(config.Deckspace.HeroClass); CardSet[] sets = CardReader.GetSetsFromNames(config.Deckspace.CardSets); _cardSet = CardReader.GetCards(_heroClass, sets); // Setup the logs to record the data on individuals InitLogs(); // Set up search algorithm Console.WriteLine("Algo: " + config.Search.Type); if (config.Search.Type.Equals("MAP-Elites")) { var searchConfig = Toml.ReadFile <MapElitesParams>(config.Search.ConfigFilename); _searchAlgo = new MapElitesAlgorithm(searchConfig); } else if (config.Search.Type.Equals("EvolutionStrategy")) { var searchConfig = Toml.ReadFile <EvolutionStrategyParams>(config.Search.ConfigFilename); _searchAlgo = new EvolutionStrategyAlgorithm(searchConfig); } }
public void GenerateShopItem(ShopController shopController, CardClass card, bool isInventoryItem = false) { ShopController = shopController; Card = card; IsInInventory = isInventoryItem; TextItemName.text = card.CardName; Sprite img; switch (card.Type) { case CardClass.CardType.ATK: default: img = Resources.Load <Sprite>("card_player/attack"); break; case CardClass.CardType.GOLD: img = Resources.Load <Sprite>("card_player/money"); break; case CardClass.CardType.POTION: img = Resources.Load <Sprite>("card_player/health"); break; } ImageCard.sprite = img; if (IsInInventory) { TextPrice.text = Mathf.FloorToInt(card.Price * 0.3f).ToString(); BuyButtonObject.GetComponentInChildren <Text>().text = "Sell"; } else { TextPrice.text = card.Price.ToString(); BuyButtonObject.GetComponentInChildren <Text>().text = "Add"; } }
/// <summary> /// Returns the default hero class card. /// ex; Returns Grommash for the WARRIOR class. /// </summary> /// <param name="cardClass"></param> /// <returns></returns> public static Card HeroCard(CardClass cardClass) { switch (cardClass) { case CardClass.DRUID: return(AllCards["HERO_06"]); case CardClass.HUNTER: return(AllCards["HERO_05"]); case CardClass.MAGE: return(AllCards["HERO_08"]); case CardClass.PALADIN: return(AllCards["HERO_04"]); case CardClass.PRIEST: return(AllCards["HERO_09"]); case CardClass.ROGUE: return(AllCards["HERO_03"]); case CardClass.SHAMAN: return(AllCards["HERO_02"]); case CardClass.WARLOCK: return(AllCards["HERO_07"]); case CardClass.WARRIOR: return(AllCards["HERO_01"]); default: throw new NotImplementedException(); } }
public override TaskState Process() { if (_opClass) { _cardClass = Controller.Opponent.HeroClass; } if (_useRandomCard) { IReadOnlyList <Card> randCards = RandomCardTask.GetCardList(Source, _cardType, _cardClass, rarity: _rarity); foreach (IPlayable p in IncludeTask.GetEntities(_type, Controller, Source, Target, Playables)) { Card pick = Util.Choose(randCards); Generic.ChangeEntityBlock.Invoke(Controller, p, pick); //TODO p[GameTag.DISPLAYED_CREATOR] = Source.Id; } return(TaskState.COMPLETE); } foreach (IPlayable p in IncludeTask.GetEntities(_type, Controller, Source, Target, Playables)) { Generic.ChangeEntityBlock.Invoke(Controller, p, _card); // TODO p[GameTag.DISPLAYED_CREATOR] = Source.Id; } return(TaskState.COMPLETE); }
public void OnCreateGame(KettleCreateGame createGame) { KettleCreatePlayer player1 = createGame.Players[0]; KettleCreatePlayer player2 = createGame.Players[1]; string hero1 = player1.Hero; string hero2 = player2.Hero; CardClass hero1Class = Cards.FromId(hero1).Class; CardClass hero2Class = Cards.FromId(hero2).Class; var player1Deck = player1.Cards.Select(Cards.FromId).ToList(); var player2Deck = player2.Cards.Select(Cards.FromId).ToList(); Console.WriteLine("creating game"); Game = new Game(new GameConfig { Player1HeroClass = hero1Class, Player1Deck = player1Deck, Player2HeroClass = hero2Class, Player2Deck = player2Deck, SkipMulligan = false, }); // Start the game and send the following powerhistory to the client Game.StartGame(); ShowLog(Game, LogLevel.VERBOSE); SendPowerHistory(Game.PowerHistory.Last); SendChoicesOrOptions(); }
public override TaskState Process() { switch (_type) { case EntityType.HERO: _cardClass = Controller.HeroClass; break; case EntityType.OP_HERO: _cardClass = Controller.Opponent.HeroClass; break; case EntityType.INVALID: break; default: throw new NotImplementedException(); } IReadOnlyList <Card> cardsList = GetCardList(Source, _cardType, _cardClass, _cardSet, _race, _rarity, _gameTagFilter); IPlayable randomCard = Entity.FromCard(_opposite ? Controller.Opponent : Controller, Util.Choose(cardsList)); Playables = new List <IPlayable> { randomCard }; Game.OnRandomHappened(true); return(TaskState.COMPLETE); }
public List <GameObject> GenerateRewardMixPool(CardClass cardClassA, CardClass cardClassB) { List <GameObject> rewardCard = new List <GameObject>(); List <GameObject> cardPool = new List <GameObject>(); foreach (GameObject card in cardClassA.AllClassCard) { cardPool.Add(card); } foreach (GameObject card in cardClassB.AllClassCard) { cardPool.Add(card); } List <int> cardCode = new List <int>(); while (cardCode.Count < 3) { int a = Random.Range(0, cardPool.Count); if (!cardCode.Contains(a)) { cardCode.Add(a); } } foreach (int a in cardCode) { GameObject card = Instantiate(cardPool[a]); card.transform.SetParent(RewardWindow.transform); rewardCard.Add(card); } return(rewardCard); }
//new public bool CheckResource(int resourceCost, CardClass cardClass, string action, DataType type) { for (int i = 0; i < SpecialR_List.Count; i++) { if (SpecialR_List[i].isMatched(cardClass, action)) { resourceCost--; } } int myResource = 0; if (type == DataType.Ore) { myResource = GetTotalOre(); } if (type == DataType.Food) { myResource = GetTotalFood(); } if (myResource < resourceCost) { FeedBackText.Instance.Text = "Don't have enough resources"; return(false); } return(true); }
public static List <Card> GetCards(CardClass heroClass, CardSet[] sets) { var hs = new HashSet <Card>(); var cards = new List <Card>(); List <Card> allCards = GetAllCards(); foreach (Card c in allCards) { if (c != Cards.FromName("Default") && c.Implemented && c.Collectible && c.Type != CardType.HERO && c.Type != CardType.ENCHANTMENT && c.Type != CardType.INVALID && c.Type != CardType.HERO_POWER && c.Type != CardType.TOKEN && (c.Class == CardClass.NEUTRAL || c.Class == heroClass) && !hs.Contains(c)) { bool validSet = false; foreach (CardSet curSet in sets) { validSet |= (c.Set == curSet); } if (validSet) { cards.Add(c); hs.Add(c); } } } return(cards); }
private static string CreateMethodeTest(string name, IEnumerable <Card> values, bool?collect, CardSet set, CardType type, CardClass cardClass) { string idString = MapCardSetAdventureString(set); IOrderedEnumerable <Card> valuesOrdered = values.Where(p => p.Set == set && (collect == null || p.Collectible == collect) && (type == CardType.INVALID && p.Type != CardType.HERO && p.Type != CardType.HERO_POWER || p.Type == type) && (cardClass == CardClass.INVALID || p.Class == cardClass) && (idString == String.Empty || Adventure && p.Id.StartsWith(idString) || !Adventure && !p.Id.StartsWith(idString))) .OrderBy(p => p.Type.ToString()); if (!valuesOrdered.Any()) { return(null); } var str = new StringBuilder(); //str.AppendLine("\t[TestClass]"); str.AppendLine($"\tpublic class {name}{UpperCaseFirst(set.ToString())}Test"); str.AppendLine("\t{"); foreach (Card card in valuesOrdered) { var cardNameRx = Rgx.Replace(card.Name, "").Split(' ', '-').ToList(); string cardName = String.Join("", cardNameRx.Select(p => UpperCaseFirst(p)).ToList()); CardClass heroClass1 = card.Class == CardClass.INVALID || card.Class == CardClass.NEUTRAL ? CardClass.MAGE : card.Class; CardClass heroClass2 = card.Class == CardClass.INVALID || card.Class == CardClass.NEUTRAL ? CardClass.MAGE : card.Class; str.Append(AddCardString(card, 1)); str.AppendLine("\t\t[Fact(Skip = \"ignore\")]"); str.AppendLine($"\t\tpublic void {cardName}_{card.Id}()"); str.AppendLine("\t\t{"); str.AppendLine($"\t\t\t// TODO {cardName}_{card.Id} test"); str.AppendLine("\t\t\tvar game = new Game(new GameConfig"); str.AppendLine("\t\t\t{"); str.AppendLine("\t\t\t\tStartPlayer = 1,"); str.AppendLine($"\t\t\t\tPlayer1HeroClass = CardClass.{heroClass1},"); str.AppendLine($"\t\t\t\tPlayer1Deck = new List<Card>()"); str.AppendLine("\t\t\t\t{"); str.AppendLine($"\t\t\t\t\tCards.FromName(\"{card.Name}\"),"); str.AppendLine("\t\t\t\t},"); str.AppendLine($"\t\t\t\tPlayer2HeroClass = CardClass.{heroClass2},"); str.AppendLine("\t\t\t\tShuffle = false,"); str.AppendLine("\t\t\t\tFillDecks = true,"); str.AppendLine("\t\t\t\tFillDecksPredictably = true"); str.AppendLine("\t\t\t});"); str.AppendLine("\t\t\tgame.StartGame();"); str.AppendLine("\t\t\tgame.Player1.BaseMana = 10;"); str.AppendLine("\t\t\tgame.Player2.BaseMana = 10;"); str.AppendLine($"\t\t\t//var testCard = Generic.DrawCard(game.CurrentPlayer, Cards.FromName(\"{card.Name}\"));"); str.AppendLine($"\t\t\t//game.Process(PlayCardTask.Any(game.CurrentPlayer, \"{card.Name}\"));"); str.AppendLine("\t\t}"); str.AppendLine(); } str.AppendLine("\t}"); return(str.ToString()); }
/// <summary> /// Check card values to determine if they are right (i.e. are into allowed range for each property) /// </summary> /// <param name="_type">Card type as enum</param> /// <param name="_class">Card class as enum</param> /// <param name="_set">Card set as enum</param> /// <param name="_race">Card race as enum</param> /// <param name="_quality">Card quality as enum</param> /// <returns></returns> public static CardError checkCard(CardType _type, CardClass _class, CardSet _set, CardRace _race, CardQuality _quality, string _name) { if ((_type < CardType.Minion) || (_type > CardType.Weapon)) { return CardError.BadType; } // Wrong card class? if ((_class < CardClass.Neutral) || (_class > CardClass.Druid)) { return CardError.BadClass; } // Wrong card set? if ((_set < CardSet.Basic) || (_set > CardSet.WhispersOfTheOldGods)) { return CardError.BadSet; } // Wrong minion race? if ((_type == CardType.Minion) && ((_race < CardRace.None) || (_race > CardRace.Pirate))) { return CardError.BadRace; } // Wrong card quality? if ((_quality < CardQuality.Free) || (_quality > CardQuality.Legendary)) { return CardError.BadQuality; } // Wrong (empty) name? if (_name.Length == 0) { return CardError.BadName; } return CardError.None; }
//取得卡号 public string GetCardNo(int icdev) { string hexkey = "ffffffffffff"; //装入密码模式 int mode = 0; //第一个扇区装载密码 int secor = 1; //读卡扇区 byte sector = 0; //寻卡模式,可返复写卡 byte cardmode = 1; //卡序号 ulong tempint = 0; //地址,*4 int address = 2; StringBuilder str = new StringBuilder(); if (icdev > 0) { if (CardClass.dc_load_key_hex(icdev, mode, secor, hexkey) == 0) { CardClass.dc_card(icdev, cardmode, ref tempint); if (CardClass.dc_authentication(icdev, 0, sector) == 0) { if (CardClass.dc_read_hex(icdev, address, str) == 0) { CardClass.dc_beep(icdev, 10); return(str.ToString()); } } } } return(""); }
private List <Card>[] GetClassCard(CardClass heroClass, Func <IEnumerable <Card>, IEnumerable <Card> > filter) { var cardSet = Cards.FormatTypeClassCards(Game.FormatType); var classCards = filter.Invoke(cardSet[heroClass].Where(p => p.Class == heroClass)); return(new[] { classCards.ToList() }); }
private static string CreateMethode(string name, IEnumerable <Card> values, bool?collect, CardSet set, CardType type, CardClass cardClass) { var valuesOrdered = values .Where(p => p.Set == set && (collect == null || p.Collectible == collect) && (type == CardType.INVALID && p.Type != CardType.HERO && p.Type != CardType.HERO_POWER || p.Type == type) && (cardClass == CardClass.INVALID || p.Class == cardClass)) .OrderBy(p => p.Type.ToString()); if (!valuesOrdered.Any()) { return(null); } var str = new StringBuilder(); str.AppendLine($"\t\tprivate static void {name}(IDictionary<string, List<Enchantment>> cards)"); str.AppendLine("\t\t{"); foreach (var card in valuesOrdered) { str.Append(AddCardString(card)); str.Append(AddCardCode(card)); } str.AppendLine("\t\t}"); return(str.ToString()); }
void OnMouseUpAsButton() { if (!isup) { nowclass = myclass; transform.root.FindChild("page").SendMessage("onclass", myclass); } }
void newcardset(CardClass c) { Transform g = (Transform)Instantiate(cardsetpre, transform.position, transform.rotation); g.parent = transform.parent; playersets.Insert(playersets.Count-1,g);//插入到最后一位 transform.Translate(new Vector3(0, 0, -0.525f)); set s = new set(); s.id = -1; s.classs = c; g.SendMessage("Createnew", s); }
// Use this for initialization void Start () { switch (name) { case "sq": myclass = CardClass.kpaladin; break; case "dly": myclass = CardClass.kdruid; break; case "zs": myclass = CardClass.kwarrior; break; case "ss": myclass = CardClass.kwarlock; break; case "fs": myclass = CardClass.kmage; OnMouseUpAsButton();//显示第1个 break; case "dz": myclass = CardClass.krogue; break; case "ms": myclass = CardClass.kpriest; break; case "lr": myclass = CardClass.khunter; break; case "sm": myclass = CardClass.kshama; break; } }
void setclass(CardClass c) { chooseClass = c; }
void classfilterhide(CardClass c) { lastpostion = transform.localPosition; if (lastpostion != transform.localPosition) { Debug.Log(lastpostion); } if (myclass==CardClass.kany) { gototwo(); return; } if (myclass!=c) { chide(); } else { gotoone(); } }
void setclass(CardClass c) { info.classs = c; }
public static string ConvertClass(CardClass cardClass) => (int)cardClass < 2 || (int)cardClass > 10 ? null : CultureInfo.InvariantCulture.TextInfo.ToTitleCase(cardClass.ToString().ToLowerInvariant());
// Use this for initialization void Start() { Log("--debuginfo--"); //开发用,随机出一个自己的职业 int r; do { r=Random.Range(1, 11); } while (r==6||r==10);//6 和10 是没有的. myclass = (CardClass)r; Log("随机出来的英雄是:"+myclass); }
//对职业进行过滤 void onclass(CardClass c) { switch (c) { case CardClass.kwarrior: pagename.text = "战士"; break; case CardClass.khunter: pagename.text = "猎人"; break; case CardClass.kpaladin: pagename.text = "圣骑士"; break; case CardClass.kdruid: pagename.text = "德鲁伊"; break; case CardClass.krogue: pagename.text = "潜行者"; break; case CardClass.kmage: pagename.text = "法师"; break; case CardClass.kpriest: pagename.text = "牧师"; break; case CardClass.kshama: pagename.text = "祭司萨满"; break; case CardClass.kwarlock: pagename.text = "术士"; break; case CardClass.kany: pagename.text = "中立"; break; } classcard.Clear(); foreach (card cin in playerscard) { if (cin.classs == c) { classcard.Add(cin); } } oncost(nowcost); }
void setclasss(CardClass c) { switch(c) { case CardClass.kdruid: classs.text = "德鲁伊"; heroname.text = "玛法里奥"; setpic(dly); break; case CardClass.khunter: classs.text = "猎人"; heroname.text = "雷克萨"; setpic(lr); break; case CardClass.kmage: classs.text = "法师"; heroname.text = "吉安娜"; setpic(fs); break; case CardClass.kpaladin: classs.text = "圣骑士"; heroname.text = "乌瑟尔"; setpic(sq); break; case CardClass.kpriest: classs.text = "牧师"; heroname.text = "安度因"; setpic(ms); break; case CardClass.krogue: classs.text = "潜行者"; heroname.text = "瓦莉拉"; setpic(dz); break; case CardClass.kshama: classs.text = "萨满祭司"; heroname.text = "萨尔"; setpic(sm); break; case CardClass.kwarlock: classs.text = "术士"; heroname.text = "古尔丹"; setpic(ss); break; case CardClass.kwarrior: classs.text = "战士"; heroname.text = "加尔鲁什"; setpic(zs); break; } //播放动画, animation.Play(); }