コード例 #1
0
ファイル: EffectFactory.cs プロジェクト: Uilregit/Grid-Cards
    //Change card.effectType and this
    public Effect[] GetEffects(Card.EffectType[] effectNames)
    {
        Effect[] effects = new Effect[effectNames.Length];
        for (int i = 0; i < effectNames.Length; i++)
        {
            switch (effectNames[i])
            {
            case Card.EffectType.Attack:
                effects[i] = new AttackEffect();
                break;

            case Card.EffectType.VitDamage:
                effects[i] = new VitDamageEffect();
                break;

            case Card.EffectType.ShieldDamage:
                effects[i] = new ShieldDamageEffect();
                break;

            case Card.EffectType.VitDamageAll:
                effects[i] = new VitDamageAll();
                break;

            case Card.EffectType.ShieldDamageAll:
                effects[i] = new ShieldDamageAll();
                break;

            case Card.EffectType.PiercingDamage:
                effects[i] = new PiercingDamageEffect();
                break;

            case Card.EffectType.PiercingDamageAll:
                effects[i] = new PiercingDamageAll();
                break;

            case Card.EffectType.SetKnockBackDamage:
                effects[i] = new SetKnockBackDamage();
                break;

            case Card.EffectType.ForcedMovement:
                effects[i] = new ForcedMovementEffect();
                break;

            case Card.EffectType.TauntEffect:
                effects[i] = new TauntEffect();
                break;

            case Card.EffectType.GetMissingHealth:
                effects[i] = new GetMissingHealth();
                break;

            case Card.EffectType.ChangeAttack:
                effects[i] = new ChangeAttackEffect();
                break;

            case Card.EffectType.Buff:
                effects[i] = new ApplyBuffEffect();
                break;

            case Card.EffectType.Cleanse:
                effects[i] = new CleanseEffect();
                break;

            case Card.EffectType.CreateObject:
                effects[i] = new CreateObjectEffect();
                break;

            default:
                effects[i] = null;
                break;
            }
        }
        return(effects);
    }
コード例 #2
0
    //Change card.effectType and this
    public Effect[] GetEffects(Card.EffectType[] effectNames)
    {
        Effect[] effects = new Effect[effectNames.Length];
        for (int i = 0; i < effectNames.Length; i++)
        {
            switch (effectNames[i])
            {
            case Card.EffectType.VitDamage:
                effects[i] = new VitDamageEffect();
                break;

            case Card.EffectType.ShieldDamage:
                effects[i] = new ShieldDamageEffect();
                break;

            case Card.EffectType.VitDamageAll:
                effects[i] = new VitDamageAll();
                break;

            case Card.EffectType.ShieldDamageAll:
                effects[i] = new ShieldDamageAll();
                break;

            case Card.EffectType.PiercingDamage:
                effects[i] = new PiercingDamageEffect();
                break;

            case Card.EffectType.PiercingDamageAll:
                effects[i] = new PiercingDamageAll();
                break;

            case Card.EffectType.SetKnockBackDamage:
                effects[i] = new SetKnockBackDamage();
                break;

            case Card.EffectType.ForcedMovement:
                effects[i] = new ForcedMovementEffect();
                break;

            case Card.EffectType.TauntEffect:
                effects[i] = new TauntEffect();
                break;

            case Card.EffectType.GetMissingHealth:
                effects[i] = new GetMissingHealth();
                break;

            case Card.EffectType.Buff:
                effects[i] = new ApplyBuffEffect();
                break;

            case Card.EffectType.Cleanse:
                effects[i] = new CleanseEffect();
                break;

            case Card.EffectType.CreateObject:
                effects[i] = new CreateObjectEffect();
                break;

            case Card.EffectType.GetCurrentAttack:
                effects[i] = new GetCurrentAttackEffect();
                break;

            case Card.EffectType.DrawCards:
                effects[i] = new DrawCardEffect();
                break;

            case Card.EffectType.GetCurrentShield:
                effects[i] = new GetCurrentShield();
                break;

            case Card.EffectType.GetBonusShield:
                effects[i] = new GetBonusArmorEffect();
                break;

            case Card.EffectType.GetNumberOfTargetsInRangeEffect:
                effects[i] = new GetNumberOfTargetsInRangeEffect();
                break;

            case Card.EffectType.GetDamageDoneEffect:
                effects[i] = new GetDamageDoneEffect();
                break;

            case Card.EffectType.GetNumberOfCardsPlayedInTurn:
                effects[i] = new GetNumberOfCardsPlayedEffect();
                break;

            case Card.EffectType.Swap:
                effects[i] = new SwapEffect();
                break;

            case Card.EffectType.Teleport:
                effects[i] = new TeleportEffect();
                break;

            case Card.EffectType.ManaGain:
                effects[i] = new ManaGainEffect();
                break;

            case Card.EffectType.EnergyGain:
                effects[i] = new EnergyGainEffect();
                break;

            case Card.EffectType.SetDuration:
                effects[i] = new SetDurationEffect();
                break;

            case Card.EffectType.GetNumberInStack:
                effects[i] = new GetNumberInStackEffect();
                break;

            case Card.EffectType.GravityEffect:
                effects[i] = new GravityEffect();
                break;

            case Card.EffectType.CardCostReductionDrawn:
                effects[i] = new CardCostReductionDrawn();
                break;

            case Card.EffectType.DrawManaCards:
                effects[i] = new DrawManaCardEffect();
                break;

            case Card.EffectType.Sacrifice:
                effects[i] = new SacrificeEffect();
                break;

            case Card.EffectType.GetNumberOfAttackers:
                effects[i] = new GetNumberOfAttackersEffect();
                break;

            case Card.EffectType.ModifyTempValue:
                effects[i] = new ModifyTempValueEffect();
                break;

            default:
                effects[i] = null;
                break;
            }
        }
        return(effects);
    }