public void StartCombatStateMachine(EncounterConfig combatConfig, Player p) { useAI = true; currentConfig = combatConfig; playerDiscardPile = new CombatDeck(); playerExilePile = new CombatDeck(); playerHand = new CombatHand(); Main.instance.ShufflePlayerCurrentCombatDeck(p); playerSideDeck = new CombatDeck(p.GetCurrentCombatDeck()); //TODO: Load Combat Configs and init enemies enemies.Clear(); foreach (var enemy in combatConfig.enemies) { //UnityEngine.Debug.Log(ConfigHandler.enemyConfigs[enemy].type); Enemy e = new Enemy(); e.Init(ConfigHandler.enemyConfigs[enemy]); enemies.Add(e); } MainUIController.instance.ActivateEnemyCanvas(enemies); DrawInitialHands(p.GetStartingCardCount(), 3); //TODO: Config Enemy Starting Hands turn = 0; isPlayerTurn = true; isActive = true; }
public override void Init() { health = new Health(); health.Init(); mana = new Mana(); mana.Init(); action = new Action(); action.Init(); deck = new CombatDeck(); deck.Init(); currentHand = new CombatHand(); discardHand = new CombatHand(); exileHand = new CombatHand(); }
public void StartTimelineStateMachine(EncounterConfig timelineConfig, Player p) { useAI = false; currentConfig = timelineConfig; playerDiscardPile = new CombatDeck(); playerExilePile = new CombatDeck(); playerHand = new CombatHand(); playerSideDeck = new CombatDeck(p.GetCurrentCombatDeck()); enemies.Clear(); foreach (var enemy in timelineConfig.enemies) { //UnityEngine.Debug.Log(ConfigHandler.enemyConfigs[enemy].type); Enemy e = new Enemy(); e.Init(ConfigHandler.enemyConfigs[enemy]); enemies.Add(e); } isPlayerTurn = false; isActive = true; }
public void Init(EnemyConfig config) { enemyType = config.type; name = config.name; health = new Health(); health.Init(config.health); mana = new Mana(); mana.Init(config.mana); action = new Action(); action.Init(config.action); deck = new CombatDeck(); deck.Init(config.deck); deck.Shuffle(); currentHand = new CombatHand(); discardHand = new CombatHand(); exileHand = new CombatHand(); appliedEffects = new Dictionary <Enums.AppliedEffect, int>(); isDead = false; }