public CardInfo GetCardInfo(string cardName) { var cardInfo = new CardInfo(); cardInfo.CardReference = GameObject.Find(cardName); if (!cardInfo.CardReference) { Debug.Log("Could not find CardInfo in library"); } cardInfo.CardArt = cardInfo.CardReference.transform.GetChild(1).gameObject.GetComponent <Image>().sprite; cardInfo.CardName = cardInfo.CardReference.transform.GetChild(3).GetChild(0).gameObject.GetComponent <TextMeshProUGUI>().text; cardInfo.CardType = cardInfo.CardReference.transform.GetChild(3).GetChild(1).gameObject.GetComponent <TextMeshProUGUI>().text; cardInfo.DescriptionHeader = cardInfo.CardReference.transform.GetChild(4).GetChild(0).gameObject.GetComponent <TextMeshProUGUI>().text; cardInfo.DescriptionContent = cardInfo.CardReference.transform.GetChild(4).GetChild(1).gameObject.GetComponent <TextMeshProUGUI>().text; cardInfo.FlavorText = cardInfo.CardReference.transform.GetChild(4).GetChild(2).gameObject.GetComponent <TextMeshProUGUI>().text; cardInfo.CardLevel = int.Parse(cardInfo.CardReference.transform.GetChild(5).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.CardPower = int.Parse(cardInfo.CardReference.transform.GetChild(6).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.CardStrength = int.Parse(cardInfo.CardReference.transform.GetChild(7).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.ManaCost = int.Parse(cardInfo.CardReference.transform.GetChild(8).GetChild(0).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.EnergyCost = int.Parse(cardInfo.CardReference.transform.GetChild(8).GetChild(1).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.MatterCost = int.Parse(cardInfo.CardReference.transform.GetChild(8).GetChild(2).gameObject.GetComponent <TextMeshProUGUI>().text); cardInfo.PlaySound = cardInfo.CardReference.transform.GetChild(9).gameObject.GetComponent <AudioSource>(); return(cardInfo); }
void getCardInfo() { this.cardinfo = this.gameController.GetCardInfo(this.cardType); }
void rtnInstHealInfo() { this.cardinfo = this.gameController.GetCardInfo("Card_InstantHeal"); }
void rtnFireballInfo() { this.FireballPrefab = prefab; // Instantiate each piece of information about the card. ~Liam this.cardinfo = this.gameController.GetCardInfo("Card_Fireball"); }
// Inputs for the game. void ProcessInput() { // Input should only be recognized if the player has not died. ~Liam if (!this.IsGameOver) { // Basic input code for casting cards. ~Jackson if (Input.GetButtonDown("PlayCard1")) { this.PlayerInventory.PlayCard1(); } if (Input.GetButtonDown("PlayCard2")) { this.PlayerInventory.PlayCard2(); } if (Input.GetButtonDown("PlayCard3")) { this.PlayerInventory.PlayCard3(); } // Code for drawing a card from the deck. ~Liam if (Input.GetButtonDown("Fire2")) { // Only draw a card if there is not currently a cooldown. ~Liam if (this.DrawCardCoolDown == 0) { // Set the draw cooldown if a card was drawn. ~Liam if (this.PlayerInventory.DrawCard()) { // Play audio for drawing a card. ~Liam this.DrawCardSound.GetComponent <AudioSource>().Play(); this.DrawCardCoolDown = this.DRAW_CARD_COOL_DOWN_BASE; } else if (!this.PlayerInventory.GetDrawError()) { // Play audio for replacing the deck. ~Liam this.ReplaceDiscardSound.GetComponent <AudioSource>().Play(); } } else { this.DrawErrorMessageDuration = PLAYER_ERROR_MESSAGE_DURATION; this.SetDrawErrorText(true); this.PlayerInventory.SetDrawError(false); } } if (Input.GetButtonDown("Jump")) { var camera = GameObject.Find("Main Camera"); var cameraController = camera.GetComponent <CameraController>(); cameraController.ToggleCameraControl(); } // Code for examining a card in the player's UI, or the market. ~Liam if (Input.GetButtonDown("ExamineCard")) { CardInfo tempCInfo = new CardInfo(); // Check what card the player is hovering over. ~Liam if (GameObject.Find("Card1").GetComponent <ExamineDisplay>().IsPointerHovering()) { if (this.PlayerInventory.GetCardSlot1Info(ref tempCInfo)) { this.RenderExamineCard(tempCInfo); } } else if (GameObject.Find("Card2").GetComponent <ExamineDisplay>().IsPointerHovering()) { if (this.PlayerInventory.GetCardSlot2Info(ref tempCInfo)) { this.RenderExamineCard(tempCInfo); } } else if (GameObject.Find("Card3").GetComponent <ExamineDisplay>().IsPointerHovering()) { if (this.PlayerInventory.GetCardSlot3Info(ref tempCInfo)) { this.RenderExamineCard(tempCInfo); } } else if (GameObject.Find("DiscardPile").GetComponent <ExamineDisplay>().IsPointerHovering()) { if (this.PlayerInventory.GetDiscardSlotImageInfo(ref tempCInfo)) { this.RenderExamineCard(tempCInfo); } } // If the player mouse is not over any UI object, check if they are over any market. ~Liam else { for (int i = 0; i < this.MarketList.Length; i++) { if (this.MarketList[i].GetComponent <MarketController>().IsPointerHovering()) { this.RenderExamineCard(this.MarketList[i].GetComponent <MarketController>().GetMarketCardInfo()); break; } } } } if (Input.GetButtonUp("ExamineCard")) { // Set the high quality card image to inactive when the player releases the key. ~Liam this.ExamineCardImage.SetActive(false); } // Movement using WASD Keys. // Movement is implemented in this file to allow for simultaneous horizontal and vertical movment // instead of separate horizontal or vertical movement in individual movement scripts. Vector2 movement = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); // Jackson's ADSR code handles the speed modifiers. ~Jackson this.HorizontalADSR.Update(movement.x, Time.fixedDeltaTime, this.VerticalADSR.IsSustaining()); this.VerticalADSR.Update(movement.y, Time.fixedDeltaTime, this.HorizontalADSR.IsSustaining()); var rigidBody = gameObject.GetComponent <Rigidbody2D>(); rigidBody.MovePosition(rigidBody.position + this.GetPlayerSpeed() * Time.fixedDeltaTime); } }