void SetCardParameters(int Cardnumber) { CardName Card = (CardName)Cardnumber; CardTypeI TYPEI = (CardTypeI)cardsProperties[Cardnumber, 1]; CardTypeII TYPEII = (CardTypeII)cardsProperties[Cardnumber, 2]; SteelCost = cardsProperties[Cardnumber, 3]; EnergyCost = cardsProperties[Cardnumber, 4]; BrickCost = cardsProperties[Cardnumber, 5]; MoneyCost = cardsProperties[Cardnumber, 6]; SteelProd = cardsProperties[Cardnumber, 7]; EnergyProd = cardsProperties[Cardnumber, 8]; BrickProd = cardsProperties[Cardnumber, 9]; MoneyProd = cardsProperties[Cardnumber, 10]; SpawnTime = cardsProperties[Cardnumber, 11]; H_limit = cardsProperties[Cardnumber, 12]; A_limit = cardsProperties[Cardnumber, 13]; Aim_limit = cardsProperties[Cardnumber, 14]; R_limit = cardsProperties[Cardnumber, 15]; SpecialEffect = cardsProperties[Cardnumber, 16]; CardDescription = CardDescriptions[Cardnumber]; //Debug.Log(Card);Debug.Log(TYPEI);Debug.Log(CardDescription); }
private Batiment_script.BuildingType ConvertTYPEIItoBatimentType(CardTypeII TYPEII) { Batiment_script.BuildingType returnValue; returnValue = Batiment_script.BuildingType.Production; switch (TYPEII) { case CardTypeII.TEST: returnValue = Batiment_script.BuildingType.Production; break; case CardTypeII.Production: returnValue = Batiment_script.BuildingType.Production; break; case CardTypeII.Unlock: returnValue = Batiment_script.BuildingType.Unlock; break; case CardTypeII.Attack: returnValue = Batiment_script.BuildingType.Attack; break; case CardTypeII.Reload: returnValue = Batiment_script.BuildingType.Reload; break; case CardTypeII.Defense: returnValue = Batiment_script.BuildingType.Defense; break; case CardTypeII.Bonus: returnValue = Batiment_script.BuildingType.Bonus; break; } return(returnValue); }