public void TriggerEffects(TriggerEvent triggerEvent, OwnedPlayerCard card) { foreach (var aura in collection.Where(aura => aura.Player == card.Owner && aura.TriggerEvent == triggerEvent).ToList()) { aura.Trigger(new AuraTriggerArgs(card)); } }
public override void AddCard(OwnedPlayerCard card) { if (!HasMaximumCards()) { base.AddCard(card); card.State = OwnedPlayerCardState.InHand; } }
public override bool IsCardPlayable(OwnedPlayerCard card) { if (card.Owner == CurrentPlayer) { var cardTypeType = card.PlayerCard.Type.GetType(); return(cardTypeType.IsSubclassOf(typeof(ActionCardType)) || typeof(ActionCardType) == cardTypeType); } return(false); }
public override bool IsCardPlayable(OwnedPlayerCard card) { return(false); }
public virtual void RemoveCard(OwnedPlayerCard card) { collection.Remove(card); }
public virtual void AddCard(OwnedPlayerCard card) { collection.Add(card); card.gameObject.transform.parent = transform; }
public abstract bool IsCardPlayable(OwnedPlayerCard card);
public AuraTriggerArgs(OwnedPlayerCard card) { Card = card; }
public bool IsCardPlayable(OwnedPlayerCard card) { return(currentTurnPhase.IsCardPlayable(card)); }
public override void AddCard(OwnedPlayerCard card) { base.AddCard(card); AnimationQueue.Instance.AddAnimation(new Animation(card.gameObject, gameObject.transform.position, false, true, false, false)); card.State = OwnedPlayerCardState.InDeck; }
public override void RemoveCard(OwnedPlayerCard card) { base.RemoveCard(card); RefreshHand(); }
public override bool IsCardPlayable(OwnedPlayerCard card) { return(card.Owner == CurrentPlayer && card.PlayerCard.Type is CombatCardType); }