public void Request(IBattelStateData battel) { Action act = () => battel.AssingNewState(new ImplementationState()); // Реализовать действия врага battel.Enemy.BringCardsToBattlefield(0.8f, act); }
public void Run(IBattelStateData battel) { this.battel = battel; battel.OnInteractableButtonNextTurn(true); battel.Player.ReservCards.ForEach(x => x.SetClickListener(SelectReserveCard)); battel.Player.Cell.ForEach(x => x.SetClickListener(PutCardFromReserve)); }
public void Run(IBattelStateData battel) { (this.Battel, finishRound) = (battel, battel.OnNextTurn); battel.OnInteractableButtonNextTurn(false); Battel.GetAllAttackCards().ForEach(x => x.Combat.RoundData = Battel.CombatData); var startPhase = new StartRoundAbilityPhase(Battel, ApplyCardResetCounter); Battel.Player.ReservCards.ReservLocation(startPhase.Execute, -500, 90); }
public void Run(IBattelStateData battel) { this.battel = battel; //Очистить данные battel.Player.AttackCards.ForEach(x => x.Warrior.Clear()); battel.Enemy.AttackCards.ForEach(x => x.Warrior.Clear()); battel.OnInteractableButtonNextTurn(true); battel.Player.AttackCards.ForEach(x => x.SetClickListener(SelectReserveCard)); battel.Enemy.AttackCards.ForEach(x => x.SetClickListener(AssignAttack)); }
public void Request(IBattelStateData battel) { // Сменить удачу battel.Enemy.Fortune = !(battel.Player.Fortune = !battel.Player.Fortune); // Пропустить резерв, если все карты на поле боя живы if (battel.GetAllAttackCards().Count == 8) { battel.AssingNewState(new ImplementationState()); } else { battel.AssingNewState(new ReserveState()); } }
public void Request(IBattelStateData battel) { // внедрить данные о действиях врага в карты на поле боя var data = JsonConvert.DeserializeObject <List <int> >(battel.Enemy.Report); for (int i = 0; i < data.Count; i++) { battel.Enemy.AttackCards[i].Warrior.AttackTargetID = data[i]; } Action act = () => { battel.BattelSpecific.Rounds++; battel.AssingNewState(new RoundState()); }; battel.Player.AttackCards.ReturnCardToPlace(act); }
public void Run(IBattelStateData battel) { battel.OnInteractableButtonNextTurn(false); new ImplementationAbility(battel, () => battel.OnNextTurn()).Execute(); }
public void Request(IBattelStateData battel) { }
public void Request(IBattelStateData battel) { battel.AssingNewState(new TacticsState()); }
public void Run(IBattelStateData battel) => this.battel = battel;
public void Request(IBattelStateData battel) { battel.InitialDefinitionFortune(); battel.AssingNewState(new ReserveState()); }