// IEnumerator StartUpLoader(){ // SceneManager.LoadScene("XMLLoaderScene"); //Only happens if coroutine is finished // print("its still going"); // yield return null; // } // public void makeBody(){ // enemyController.populateBody (); // //enemyController.takeDamage (); // } // public void makeActiveSquares(){ // playAreaController.populateEnemyPlayAreaSquares (); // } public void cardClickedOn(XMLWeaponHitData WeaponHitMatrix, float weaponDamage) //command sent from the CardBehaviour script with info about the damage its doing { currentClickedOnCardWeaponMatrix = new CurrentWeaponHitBox(true, WeaponHitMatrix, weaponDamage); enemyController.getPlayAreaOfEnemy().hardResetSmallSquares(); //boolCardClickedOn = true; }
private void createCard() { CardScript instCard; instCard = Instantiate(card, offScreenDeck.position, cardStartPosition.rotation); instCard.ManualStart(gameObject.GetComponent <DeckScript>()); instCard.transform.SetParent(gameObject.GetComponent <Transform>()); drawnCards.Add(instCard); instCard.CardAttributes = cardData[orderOfDrawPile[0]]; instCard.setFace(cardsFaces[(orderOfDrawPile[0])]); orderOfDrawPile.RemoveAt(0); string instAttackType = instCard.TypeOfAttack; //matching the card's attack with the same name of attack from the database of weaponhitdata to get the matrix of what is hit XMLWeaponHitData hitBoxDataForCard = weaponHitBoxData.Find(XMLWeaponHitData => XMLWeaponHitData.nameOfAttack == instAttackType); instCard.setWeaponHitBox(hitBoxDataForCard); }
public CurrentWeaponHitBox(bool incomingCardClickedData, XMLWeaponHitData incomingWeaponHitData, float weaponDamageT) { isCardClickedOn = incomingCardClickedData; weaponHitData = incomingWeaponHitData; weaponDamage = weaponDamageT; }
public void setWeaponHitBox(XMLWeaponHitData hitBoxDataForCardImport) { hitBoxDataForCard = hitBoxDataForCardImport; }