void SetQuickGameDecks() { Assert.IsTrue(deckManager != null); // save current editing deck deckManager.SaveDeck(); // set decks on GameSettings static data GameSettings.INSTANCE.SetAttackDeck(deckManager.CollapseDeck(deckManager.LoadDeckRaw(-1))); // pray to have a save... GameSettings.INSTANCE.SetTargetDeck(deckManager.CollapseDeck(deckManager.LoadDeckRaw(-2))); }
public void OpenAidPacket(int cardCount) { button.interactable = false; transform.localScale = initScale; CardType[] raw_deck = new CardType[cardCount]; for (int i = 0; i < cardCount; ++i) { raw_deck[i] = (CardType)GameSettings.INSTANCE.randomizer.Next(0, (int)CardType.CardType_Count); } CardTypeCount[] deck = deckManager.CollapseDeck(raw_deck.ToList()); StartCoroutine(RewardAnimation(deck)); }
/* * public void AddRandomAidPacket(int max_card_count) * { * Assert.IsTrue(selected_node != null && selected_node.army != null); * CardType[] raw_deck = new CardType[max_card_count]; * for (int i = 0; i < max_card_count; ++i) { * raw_deck[i] = (CardType)GameSettings.INSTANCE.randomizer.Next(0, (int)CardType.CardType_Count); * } * CardTypeCount[] deck = menu.deckManager.CollapseDeck(raw_deck.ToList()); * * StartCoroutine(menu.deckManager.RewardAnimation(deck)); * } * public void AddRandomCardsToSelectedDeck(int count) * { * if (selected_node == null || selected_node.army == null) * return; * Deck deck = selected_node.army; * * for (int i = 0; i < count; ++i) * { * deck.AddToDeck((CardType)GameSettings.INSTANCE.randomizer.Next(0, (int)CardType.CardType_Count), 1); * } * deck.UpdateText(); * } */ public void SetAttackerFromDeckEditor(DeckManager deckManager) { target_node.army.SetDeck(deckManager.CollapseDeck(deckManager.GetDeckUncollapsed())); target_node.army.UpdateText(); }