コード例 #1
0
    public void SelectCard(CardGameObject cardGO, PlayerCombatObject player, System.Action <CardInHand> SelectCardCallback, System.Action RecalculateCardsPositionCallback)
    {
        // Player has selected a card from the hand.

        // Ignore if it is not player's turn.
        if (turn != TurnSelection.Players)
        {
            infoText.text = "It's not players' turn.";
            return;
        }

        // From here on, it's player's turn.

        // Ignore if the player is dead.
        if (player.IsDead)
        {
            infoText.text = "Player is knocked out.";
            return;
        }

        // Ignore if the player is disabled.
        if (!player.IsAbleToAct())
        {
            infoText.text = "Player cannot act.";
            return;
        }

        // Ignore if the player is disarmed and the card is attack.
        if (cardGO.card.data.type == CardPlayerScriptableObject.Type.Attack && !player.IsAbleToAttack())
        {
            infoText.text = "Player is disarmed.";
            return;
        }

        // Ignore if the player is silenced and the card is spell.
        if (cardGO.card.data.type == CardPlayerScriptableObject.Type.Spell && !player.IsAbleToCast())
        {
            infoText.text = "Player is silenced.";
            return;
        }

        // Ignore if the player does not have enough mana to play the card.
        if (cardGO.card.manaCost > player.Mana)
        {
            infoText.text = "Not enough mana.";
            return;
        }

        infoText.text       = "";
        stayUp              = true;
        currentCardOwner    = player;
        currentSelectedCard = cardGO;

        foreach (var c in coroutines)
        {
            StopCoroutine(c);
        }

        coroutines.Add(StartCoroutine(SelectTargets(cardGO, SelectCardCallback, RecalculateCardsPositionCallback)));
    }
コード例 #2
0
    public void SelectNativePower(NativePowerScriptableObject nativePower, PlayerCombatObject player)
    {
        // Player has selected a native power.

        // Ignore if it is not player's turn.
        if (turn != TurnSelection.Players)
        {
            infoText.text = "It's not players' turn.";
            return;
        }

        // From here on, it's player's turn.

        // Ignore if the player is dead.
        if (player.IsDead)
        {
            infoText.text = "Player is knocked out.";
            return;
        }

        // Ignore if the player is disabled.
        if (!player.IsAbleToAct())
        {
            infoText.text = "Player cannot act.";
            return;
        }

        // Ignore if the player does not have enough mana to activate the power.
        if (nativePower.manaCost > player.Mana)
        {
            infoText.text = "Not enough mana.";
            return;
        }

        infoText.text    = "";
        currentCardOwner = player;
        currentPower     = nativePower;

        foreach (var c in coroutines)
        {
            StopCoroutine(c);
        }

        StartCoroutine(SelectTargets_Power(nativePower));
    }