/** * apply the effect on player and create the action in the sequencer */ public override void ApplyEffect(CardEffectData effectData, GameContext context) { //add the Power Up sequence GSA_PowerUp PowerUpAction = new GSA_PowerUp(); GameSequencer.Instance.AddAction(PowerUpAction); Debug.Log("add Power Up : "); if (effectData.KillerInstinct) { Debug.Log(" - Killer Instinct !"); BuffManager.Instance.ActivateKillerInstinct(); //add the Power Up sequence GSA_KillerInstinct killerInstinctAction = new GSA_KillerInstinct(); GameSequencer.Instance.AddAction(killerInstinctAction); } if (effectData.FastShoes) { BuffManager.Instance.isFastShoes = true; //add the Power Up sequence GSA_FastShoes fastShoesAction = new GSA_FastShoes(); GameSequencer.Instance.AddAction(fastShoesAction); PlayerManager.Instance.OnPlayerFastShoes(); } }
/** * apply the effect on player and create the action in the sequencer */ public override void ApplyEffect(CardEffectData effectData, GameContext context) { //add the Power Up sequence GSA_PowerUp PowerUpAction = new GSA_PowerUp(); GameSequencer.Instance.AddAction(PowerUpAction); Debug.Log("add Power Up : "); if (effectData.KillerInstinct) { Debug.Log(" - Killer Instinct !"); BuffManager.Instance.ActivateKillerInstinct(); //add the Power Up sequence GSA_KillerInstinct killerInstinctAction = new GSA_KillerInstinct(); GameSequencer.Instance.AddAction(killerInstinctAction); } if (effectData.FastShoes) { BuffManager.Instance.ActivateFastShoes(); //add the Power Up sequence GSA_FastShoes fastShoesAction = new GSA_FastShoes(); GameSequencer.Instance.AddAction(fastShoesAction); PlayerMgr.Instance.OnPlayerFastShoes(); } //Scarification if (effectData.Scarification) { BuffManager.Instance.ActivateScarification(); //visual effect } //possibilities if (effectData.Possibilities) { BuffManager.Instance.possibilitiesActivate = true; //visual effect } //Hard head if (effectData.HardHead) { BuffManager.Instance.ActivateHardHead(); } //inflige des dégâts au player tout court if (effectData.PlayerDamage > 0) { PlayerMgr.Instance.TakeDamage(effectData.PlayerDamage); } //supprime les autres cartes identiques présente dans les deck in-game GameManager.Instance.TakeCardOutFromDeck(context.card); }