public CardQueueItem() { EnergyOnUse = 0; Card = null; Monster = null; }
public override void OnStruck(AbstractBattleUnit unitStriking, AbstractCard cardUsedIfAny, int totalDamageTaken) { ActionManager.Instance.ApplyStatusEffect(OwnerUnit, new StrengthStatusEffect(), 1); }
public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target) { card.Action_Exhaust(); }
public static void Action_Exhaust(this AbstractCard card) { action.ExhaustCard(card); }
public GashAction(AbstractCard _card, int _amount) { card = _card; Amount = _amount; }
public DrawAction(AbstractCharacter source, AbstractCharacter target, AbstractCard card, int draw) : base(source, target, card) { _draw = draw; }
public override void OnStrike(AbstractCard damageSource, AbstractBattleUnit target, int totalDamageAfterModifiers) { action().ApplyStatusEffect(target, new WeakenedStatusEffect()); }
public InHand(AbstractCard card, BattlePlayer player) : base(card, player) { }
public static void promptTileBuy(AbstractCard locationCard) { // show the card, and below it, show buy or skip // after clicking on that, remove the display, // show the end turn thing. }
public DeckItemViewModel(AbstractCard card, int _count) { this.card = card; this._count = _count; this.cardId = card.cardId; }
public ModifyBlockAction(AbstractCard _card, int _amount) { SetValues(Target, Source, _amount); GameActionType = ActionType.CardManipulation; cardToModify = _card; }
public DeckItemViewModel(AbstractCard card) { this.card = card; this._count = 1; this.cardId = card.cardId; }
public CardQueueItem(AbstractCard _card, bool _isEndTurnAutoPlay) : this(_card, null) { IsEndTurnAutoPlay = _isEndTurnAutoPlay; }
public CardQueueItem(AbstractCard _card, AbstractMonster _monster) : this(_card, _monster, EnergyPanel.GetCurrentEnergy()) { }
///<summary> ///Trigger when a card is drawn. Takes two arguments - card, representing the card drawn; and cardOwner, representing the owner of that card. ///</summary> public EventCardDrawn(AbstractCard card, AbstractCharacter cardOwner) { this.type = EventType.CARD_DRAWN; this.cardDrawn = card; this.owner = cardOwner; }
/// <summary> /// 牌库指定位置追加<code>card</code>。 /// </summary> /// <param name="index">下标</param> /// <param name="card">待添加卡牌</param> /// <seealso cref="AbstractCard"/> public virtual void Add(int index, AbstractCard card) { _deck.Insert(index, card); }
protected override void HandleCardReleasedEventForCardSelect(List <GameObject> elements, AbstractCard logicalCard) { throw new System.NotImplementedException(); }
/// <summary> /// 牌库尾部追加<code>card</code>。 /// </summary> /// <param name="abstractCard">待添加卡牌</param> /// <seealso cref="AbstractCard"/> public void Add(AbstractCard abstractCard) { Add(_deck.Count, abstractCard); }
public void SelectCardsFromList(List <AbstractCard> cardsToDisplay, int numToSelect, bool mustSelectExact, AbstractCard caller) { this.caller = caller; this.caller.suppressEventCalls = true; if (cardsToDisplay.Count == 0 || (cardsToDisplay.Count <= numToSelect && mustSelectExact)) { SelectedCards(cardsToDisplay); return; } renderer.DisplayCardSelectScreen(cardsToDisplay, numToSelect, mustSelectExact); }
public DestroyArgumentAction(AbstractArgument argumentToDestroy, AbstractCard destroyingCard) { this.argumentToDestroy = argumentToDestroy; this.owner = argumentToDestroy.OWNER; this.destroyedByThisCard = destroyingCard; }
public AbstractAction(AbstractCharacter source, AbstractCharacter target, AbstractCard sourceCard) { Source = source; Target = target; SourceCard = sourceCard; }
public DiscardAction(AbstractCharacter source, AbstractCharacter target, AbstractCard card, int discard) : base(source, target, card) { _discard = discard; }
public static void GainDataPoints(AbstractCard cardUsed, int numberDataPoints) { }
public override void OnStruck(AbstractBattleUnit unitStriking, AbstractCard cardUsedIfAny, int totalDamageTaken) { action().DamageUnitNonAttack(unitStriking, null, Stacks); }
public override void OnUse(AbstractCharactor user, AbstractCharactor reciver, AbstractCard thisCard) { reciver.ReciveDamage(new DamageInfo() { Damage = thisCard.Damage }); }
public override bool SlayInner(AbstractCard damageSource, AbstractBattleUnit target) { action().ApplyStress(damageSource.Owner, -8); return(true); }
public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target) { CardAbilityProcs.ProcExert(card); }
public EventArgDestroyed(AbstractArgument argDestroyed, AbstractCard destroyingCard) { this.type = EventType.ARGUMENT_DESTROYED; this.argumentDestroyed = argDestroyed; this.destroyingCard = destroyingCard; }
public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target) { ActionManager.Instance.AttackWithCard(card, target); }
/// <summary> /// Buff Action 构造函数 /// </summary> /// <param name="source"></param> /// <param name="target"></param> /// <param name="buff">Buff</param> /// <param name="isTakeBuff">是否是施加Buff,true:施加,false:消除</param> /// <exception cref="ArgumentNullException"></exception> public BuffAction(AbstractCharacter source, AbstractCharacter target, Buff buff, AbstractCard card, bool isTakeBuff) : base(source, target, card) { _buff = buff ?? throw new ArgumentNullException(nameof(buff)); _isTakeBuff = isTakeBuff; }