/// <summary> /// Unity's Awake. /// </summary> protected override void Awake() { base.Awake(); isHuman = false; realPlayer = FindObjectOfType <DemoHumanPlayer>(); }
public virtual bool CanBePlayed(DemoHumanPlayer owner) { switch (statId) { case 0: return(owner.isActivePlayer && owner.castleStat.effectiveValue >= manaCost); case 1: return(owner.isActivePlayer && owner.defenseStat.effectiveValue >= manaCost); case 2: return(owner.isActivePlayer && owner.workersStat.effectiveValue >= manaCost); case 3: return(owner.isActivePlayer && owner.bricksStat.effectiveValue >= manaCost); case 4: return(owner.isActivePlayer && owner.soldiersStat.effectiveValue >= manaCost); case 5: return(owner.isActivePlayer && owner.weaponStat.effectiveValue >= manaCost); case 6: return(owner.isActivePlayer && owner.magicStat.effectiveValue >= manaCost); case 7: return(owner.isActivePlayer && owner.crystalsStat.effectiveValue >= manaCost); case 8: return(owner.isActivePlayer && owner.genhpStat.effectiveValue >= manaCost); default: return(false); } }
public virtual bool CanBePlayed(DemoHumanPlayer owner) { return(owner.isActivePlayer && owner.manaStat.effectiveValue >= manaCost); }