/// <summary> /// Change the character sheet to reflect a particular defender, and turn the character sheet on if necessary. /// </summary> /// <param name="name">The defender's name.</param> /// <param name="speed">The defender's speed.</param> /// <param name="attackMod">The defender's attack mod.</param> /// <param name="armor">The defender's armor.</param> /// <param name="defeatsToNextUpgrade">The number of attackers the defender must defeat to upgrade.</param> /// <param name="defeatsSoFar">The defender's current progress toward the next upgrade.</param> /// <param name="values">The values of the defender's currently available combat cards.</param> public void TakeOverCharSheet(string name, int speed, int attackMod, int armor, int defeatsToNextUpgrade, int defeatsSoFar, List <int> values) { charSheet.RenameSheet(name); charSheet.ReviseStatBlock(speed, attackMod, armor); charSheet.ReviseNextLabel(defeatsToNextUpgrade - defeatsSoFar); charSheet.ReviseAvailCards(values); if (!charSheet.gameObject.activeInHierarchy) { charSheet.ChangeSheetState(); } }
/// <summary> /// Change the character sheet to reflect a particular defender, and turn the character sheet on if necessary. /// </summary> /// <param name="name">The defender's name.</param> /// <param name="speed">The defender's speed.</param> /// <param name="attackMod">The defender's attack mod.</param> /// <param name="armor">The defender's armor.</param> /// <param name="defeatsToNextUpgrade">The number of attackers the defender must defeat to upgrade.</param> /// <param name="defeatsSoFar">The defender's current progress toward the next upgrade.</param> /// <param name="values">The values of the defender's currently available combat cards.</param> public void TakeOverCharSheet(string name, Sprite portrait, int speed, int attackMod, int armor, int defeatsToNextUpgrade, int defeatsSoFar, List <int> values) { charSheet.RenameSheet(name); charSheet.ReviseCharPortrait(portrait); //charSheet.ReviseStatBlock(speed, attackMod, armor); //there might be a need for a stat block in the future; right now, it's not doing any work charSheet.ReviseNextLabel(defeatsToNextUpgrade - defeatsSoFar); charSheet.ReviseAvailCards(values); if (!charSheet.gameObject.activeInHierarchy) { charSheet.ChangeSheetState(); } }