public void Melee(int id, int normal, int blunt, int piercing, int poison) { currentNormalAttack += normal + currentRage; currentBluntAttack += blunt; currentPiercingAttack += piercing; currentPoisonttack += poison; GameObject newEquipment = (GameObject)Instantiate(weapon, transform.position, transform.rotation); Sc_MeleeEquipment newCardScript = newEquipment.GetComponent <Sc_MeleeEquipment>(); newCardScript.id = id; }
public void EndTurn() { for (int i = 0; i < currentEquipmentMelee.Count; i++) { Sc_MeleeEquipment meleeScript = currentEquipmentMelee[i].GetComponent <Sc_MeleeEquipment>(); meleeScript.moveToDiscard = true; // Destroy(currentEquipmentMelee[i]); } if (currentStage != 10) { currentStage = 2; } for (int i = 0; i < currentNumberOfAttacks; i++) { if (currentNormalAttack + currentBluntAttack + currentPiercingAttack + currentPoisonttack > 0) { DamageCalc(target: 1, damage: currentNormalAttack, blunt: currentBluntAttack, piercing: currentPiercingAttack, poison: currentPoisonttack); } else { DamageCalc(target: 1, damage: currentBrawl); } } }
public void SaveGameData() { saveData.isNewGame = false; if (scene.name == "Battle") { saveData.currentDeckSave = battleManager.currentDeck; saveData.currentDiscardSave = battleManager.currentDiscard; saveData.currentBanishedSave = battleManager.currentBanished; saveData.currentStageSave = battleManager.currentStage; saveData.currentApUsedSave = battleManager.currentApUsed; saveData.currentUtilityAPSave = battleManager.currentUtilityAP; saveData.currentApMaxSave = battleManager.currentApMax; saveData.currentMonsterSave = battleManager.monster.monsterID; print("Monster id is " + battleManager.monster.monsterID); saveData.currentHandObjectsSave.Clear(); for (int i = 0; i < Sc_BattleManager.currentHandObjects.Count; i++) { cardInHand = Sc_BattleManager.currentHandObjects[i].GetComponent <Sc_Card>(); Debug.Log(cardInHand.cardID); saveData.currentHandObjectsSave.Add(cardInHand.cardID); } saveData.currentEquipmentArmorSave.Clear(); for (int i = 0; i < battleManager.currentEquipmentArmor.Count; i++) { armorEquipmentSave = battleManager.currentEquipmentArmor[i].GetComponent <Sc_DefenceEquipment>(); Debug.Log(armorEquipmentSave.id); saveData.currentEquipmentArmorSave.Add(armorEquipmentSave.id); } saveData.currentEquipmentMeleeSave.Clear(); for (int i = 0; i < battleManager.currentEquipmentMelee.Count; i++) { meleeEquipmentSave = battleManager.currentEquipmentMelee[i].GetComponent <Sc_MeleeEquipment>(); Debug.Log(meleeEquipmentSave.id); saveData.currentEquipmentMeleeSave.Add(meleeEquipmentSave.id); } saveData.currentEffectsSave.Clear(); for (int i = 0; i < battleManager.currentEffects.Count; i++) { effectSave = battleManager.currentEffects[i]; Debug.Log(effectSave); saveData.currentEffectsSave.Add(effectSave); } } if (scene.name == "Navigation" || scene.name == "Battle") { saveData.eventsDoneSave = gameManager.eventsDone; saveData.monsterDoneSave = gameManager.monsterDone; saveData.fullDeckSave = gameManager.fullDeck; saveData.slayCountSave = gameManager.slayCount; saveData.lostCardsSave = gameManager.lostCards; } if (scene.name == "Navigation") { saveData.firstEventSave = navManager.firstEvent; saveData.currentEventSave = gameManager.currentEvent; } SaveDataWrapper wrapper = new SaveDataWrapper(); wrapper.saveData = saveData; string contents = JsonUtility.ToJson(wrapper, true); System.IO.File.WriteAllText(path, contents); }